Computer-Generated Chess Problem 02183

An original 'KQQBN vs kqqbn' mate in 4 chess construct composed autonomously by Chesthetica using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, deep learning or any kind of traditional AI. Depending on the type and complexity of the problem desired, a single instance of Chesthetica running on a desktop computer can probably generate anywhere between one and ten problems per hour. This position contains a total of 10 pieces. The largest endgame tablebase in existence today is for 7 pieces (containing over 500 trillion positions anyway) which means the problem could not have been taken from it regardless.


1N2k3/8/8/8/K2Qn1q1/8/5Q2/B4qb1 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.67 : Selangor, Malaysia
2018.6.30 3:22:00 AM
Solvability Estimate = Moderate

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. Everything composed by Chesthetica is original. Try to solve this puzzle. Do try some of the others in the series as well before you go. Solving chess puzzles like this is probably good for your health as it keeps your brain active. Nobody wants something like early-onset Alzheimer's.

Solution (Skip to 0:35)

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H2
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3 columns
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