Computer-Generated Chess Problem 02189

A 'KQRBN vs krbpp' four-move chess construct composed autonomously by the prototype computer program, Chesthetica, 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). It also has nothing to do with deep learning. You can learn more about the DSNS here. The largest endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not and never will be seen by human eyes. This problem with 10 pieces goes even beyond that and was therefore composed without any such help whatsoever.


4B1k1/3R4/8/1b6/7N/2Kp1p2/r7/7Q w - - 0 1
White to Play and Mate in 4
Chesthetica v10.69 : Selangor, Malaysia
2018.7.4 2:13:51 PM
Solvability Estimate = Easy

If you notice an earlier version of Chesthetica listed with a newer problem, that simply means an earlier version may have been running on a different computer or OS user account. Everything composed by Chesthetica is original. If this one is too easy or too difficult for you, try out some of the others. As a whole, these problems are intended to cater to players of all skill levels.

Solution (Skip to 0:35)

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H2
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3 columns
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