Computer-Generated Chess Problem 02303

Now, here we have a 'KRRBBN vs kbn' chess construct composed autonomously by Chesthetica using the 'Digital Synaptic Neural Substrate' computational creativity method. It does not use endgame tablebases, artificial neural networks, machine learning or any kind of typical AI. The chess board is a virtually limitless canvas for the expression of creative ideas (even by computer). There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. The position below contains 9 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.


8/1K1RR3/8/N7/3B4/1B1b4/3k4/6n1 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.77 : Selangor, Malaysia
2018.9.29 8:04:41 PM
Solvability Estimate = Difficult

Chesthetica, especially if running on multiple computers or operating system user accounts, is capable of generating far too many compositions than can be published in a timely fashion here. The newer ones will therefore only be published some time later. This is why the composition date above does not match today's date. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Leave a comment below, if you like. Anyway, if standard chess isn't your thing, you might instead like SSCC.

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

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