Computer-Generated Chess Problem 02726

A new if not unique KRRNPP vs kqrrb mate in 4 chess problem generated 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. The largest endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not been seen by human eyes. This problem with 11 pieces goes even beyond that and was therefore composed without any such help.

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3r4/1NP5/8/2r4k/5R2/5qRb/5P2/6K1 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.32 (Selangor, Malaysia)
Generated on 20 Aug 2019 at 6:18:52 AM
Solvability Estimate = Moderate

The chess problems are published chronologically based on the composition date and time. However, later compositions may have an earlier version of Chesthetica listed because more than one computer (not all running the same version of the program) is used. Get a glimpse into the 'mind' of a computer composer. Do share and try out some of the others too. Take some time to study the analysis and you might appreciate the puzzle a little more.

Solution

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H2
H3
H4
3 columns
2 columns
1 column
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