Computer-Generated Chess Problem 03871

in #chess2 years ago

An original 'KQRBNP vs kqrrn' four-move chess problem generated by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. The DSNS does not use endgame tablebases, neural networks or any kind of machine learning found in traditional artificial intelligence (AI). It also has nothing to do with deep learning. Noteworthy here is that a chess position with over seven pieces would not likely have been derived or taken from an endgame tablebase because seven pieces is the present limit. A complete or full tablebase for eight pieces does not yet exist.

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3B4/1P3r2/8/1knr4/4R2Q/2qNK3/8/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v12.60 (Selangor, Malaysia)
Generated on 28 Sep 2022 at 1:17:11 AM
Solvability Estimate = Moderate

Most changes to Chesthetica that result in a slightly higher version number are simply to improve the interface or fix a minor bug, by the way. Try to solve this as quickly as you can. If you like it, please share with others. Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia. If you're bored of standard chess, though, why not try this?

Solution

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