Computer-Generated Chess Problem 01644

An original KQBN vs kp four-move chess problem generated autonomously by a computer 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).

5N2/8/4K3/8/6Bp/3k4/8/6Q1 w - - 0 1

Leave a comment below if you like. Some of these problems may be trivial for you, especially if you're a club or master player but bear in mind that chess lovers can be found at all levels of play; so check out some of the other problems. You can probably find something more to your taste.

Facebook | Twitter | Kindle E-book | Website

H2
H3
H4
3 columns
2 columns
1 column
Join the conversation now