Computer-Generated Chess Problem 02828

A newly published and original KQRRBNN vs kqnpp four-move chess construct composed 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 also no proven limit to the quantity or type of legal compositions that can be automatically generated. 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 12 pieces goes even beyond that and was therefore composed without any such help whatsoever.

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2Q5/4N3/8/2p3k1/N3B3/q4pn1/4R2K/4R3 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.59 (Selangor, Malaysia)
Generated on 10 Jan 2020 at 6:56:22 AM
Solvability Estimate = Difficult

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. Chesthetica composes everything autonomously (no human intervention) and even chooses the main line of the solution to show you. Do share and try out some of the others too. Some of these problems may be trivial for you, especially if you're a club or master player but bear in mind that chess lovers can be found at all levels of play. So do check out some of the other problems. You can probably find something more to your taste.

Solution

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