Computer-Generated Chess Problem 02308

A new if not unique KRNNNP vs kbn #4 chess problem generated autonomously by the prototype computer program, 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. Chesthetica is able to generate mates in 3, mates in 4, mates in 5, study-like constructs and also compose problems using specific combinations of pieces fed into it (e.g. instructing it to compose something original using only a queen vs. rook, knight and bishop). Read more about it on ChessBase. Noteworthy here is that a chess position with over 7 pieces could not have been derived or taken from an endgame tablebase because 7 pieces is the present limit.


R7/4k3/7N/4P3/2b1K1N1/3N3n/8/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.78 : Selangor, Malaysia
2018.10.4 3:00:37 PM
Solvability Estimate = Difficult

Chess puzzles are ancient. Some are over a thousand years old but only in the 21st century have computers been able to compose original ones on their own like humans can. White is over a rook's worth in material but the precise win in this position still needs to be found. If this one is too easy or too difficult for you, try out some of the others. Feel free to copy the position into a chess engine and discover even more variations of the solution. 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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