Computer-Generated Chess Problem 02429

An original 'KRRNPP vs kqnppp' four-move chess problem generated autonomously by a computer using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, deep learning or any kind of traditional AI. There is no known limit to the quantity or type of compositions that can be generated. 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.


8/2k1p1n1/R1P1pP2/p3KN2/8/8/1R6/1q6 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.82 : Selangor, Malaysia
2018.12.13 3:53:39 PM
Solvability Estimate = Moderate

Composing a chess puzzle or problem requires creativity and it's not easy even for most humans. The material value is about equal. If this one is too easy or too difficult for you, try out some of the 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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