Computer-Generated Chess Problem 04029

in #chess3 years ago

A newly published and original KQBNNPP vs kqbnp chess problem generated autonomously by the program, Chesthetica, using the DSNS computational creativity approach which does not use any kind of machine or deep learning. Chesthetica is able to generate mates in two, mates in three, mates in four, mates in five, study-like constructs and also compose problems using specific combinations of pieces fed into it (e.g., to compose something using a rook, bishop, knight and three pawns vs. a queen and a rook). Read more about it on ChessBase.

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5b2/1B6/q4nN1/5Q2/1Npk2K1/8/1P3P2/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v12.64 (Selangor, Malaysia)
Generated on 3 Mar 2023 at 10:34:55 PM
Solvability Estimate = Difficult

Sometimes an earlier version of Chesthetica is credited for a more recent problem because that version was still running on that computer at the time. What was the machine 'thinking' when it came up with this? Leave a comment below if you like. Take some time to study the analysis and you might appreciate the puzzle a little more. If you'd like to learn something interesting about computer chess problem composition, consider this.

Solution

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