Computer-Generated Chess Problem 02775

Take a look at this 'KRRBN vs kbn' mate in 4 chess construct composed 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. 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.

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K1nB4/2R5/8/1R6/b7/8/8/kN6 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.47 (Selangor, Malaysia)
Generated on 7 Oct 2019 at 2:10:42 AM
Solvability Estimate = Moderate

Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. 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.

A Similar Chess Problem by Chesthetica: 00312

Solution

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