Computer-Generated Chess Problem 03851

in #chess2 years ago

Now, this is a 'KQBB vs kqbp' mate in four chess problem generated by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, neural networks or any kind of machine learning found in traditional AI. Any chess position over seven pieces would likely not have been derived from an endgame tablebase which today is limited to seven pieces. Work has only recently begun on one for eight pieces.

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2B2K2/8/7k/6p1/3B4/2Q5/5b2/6q1 w - - 0 1
White to Play and Mate in 4
Chesthetica v12.60 (Selangor, Malaysia)
Generated on 8 Sep 2022 at 3:37:23 PM
Solvability Estimate = Difficult

Composing a chess puzzle or problem requires creativity and it's not easy even for most humans. What was the machine 'thinking' when it came up with this? Do share and try out some of the others too. Take some time to study the analysis and you might appreciate the puzzle a little more. Anyway, if standard chess isn't your thing, you might instead like SSCC.

Solution

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