Computer-Generated Chess Problem 02529

An original 'KBBN vs knnp' #4 chess problem generated autonomously by a computer 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. Depending on the type and complexity of the problem desired, a single instance of Chesthetica running on a desktop computer can probably generate anywhere between one and ten problems per hour. The largest endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not and never will be seen by human eyes. This problem with 8 pieces goes even beyond that and was therefore composed without any such help whatsoever.


5B2/5B2/n1np4/8/4N3/8/7k/5K2 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.02 (Selangor, Malaysia)
Generated on 23 Feb 2019 at 2:50:32 AM
Solvability Estimate = Difficult

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. Chesthetica composes everything autonomously (no human intervention) and even chooses the main line of the solution to show you. Did you find this one interesting or have something else to say? Leave a comment below! Over time, the tactics you see in these puzzles will help you improve your game.

Similar Chess Problems by Chesthetica: 00819 02244

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

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