Computer-Generated Chess Problem 01853

What we have here is a 'KRRBBP vs kbnp' mate in 4 chess problem generated autonomously by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate AI computational creativity method. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. The position below contains 10 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.


1k1b4/1P1B1n2/1Bp5/R7/K7/8/4R3/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.58 : Selangor, Malaysia
2018.1.14 5:33:55 AM
Solvability Estimate = Difficult

A seemingly earlier version of Chesthetica on a problem composed later (based on the date and time stamp) simply means that version may have been running on a different computer or operating system user account. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Do you think you could have composed something better with these pieces? Share in the comments and let us know how long it took you. Note that not all the chess problems are like this. They cover quite the spectrum of solving ability and there are over a thousand published already.

Solution (Skip to 0:35)

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