Computer-Generated Chess Problem 02382

This is an original 'KRRBB vs kqrb' four-move chess problem generated by a computer 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.


8/6B1/B6R/3k2q1/5b2/5K2/1R5r/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.82 : Selangor, Malaysia
2018.11.16 6:38:57 PM
Solvability Estimate = Moderate

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. Get a glimpse into the 'mind' of a computer composer. Try to solve this as quickly as you can. If you like it, please share with others. Take some time to study the analysis and you might appreciate the puzzle a little more.

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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