Computer-Generated Chess Problem 02236

Take a look at this 'KNNNPPP vs krnpp' four-move chess construct composed autonomously by the 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. You can learn more about the DSNS here. The position below contains 12 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.


k3Nn2/6P1/2P5/2p5/r1N3P1/2N5/2p5/5K2 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.69 : Selangor, Malaysia
2018.7.28 7:53:59 AM
Solvability Estimate = Easy

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. Did you find this one interesting or have something else to say? Leave a comment below! Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia.

Main Line of the Solution (Skip to 0:35)

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H2
H3
H4
3 columns
2 columns
1 column
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