Computer-Generated Chess Problem 01937

A new if not unique KQNPP vs kppppp mate in 4 chess puzzle or problem (whichever you wish to call it) composed by the prototype 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. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. Any chess position over 7 pieces could not possibly have been derived from an endgame tablebase which today is limited to 7 pieces.


8/8/1P4p1/3p4/6p1/2pp1k2/5P1Q/2N3K1 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.63 : Selangor, Malaysia
2018.3.5 8:09:31 AM
Solvability Estimate = Easy

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. Okay, let me think for a minute if there's anything else to say here. Why not time yourself how long it took you to solve this? Take some time to study the analysis and you might appreciate the puzzle a little more.

Solution (Skip to 0:35)

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H2
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3 columns
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