Computer-Generated Chess Problem 02874

Published online for the first time, consider this KQRBP vs krnpp mate in 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, deep learning or any kind of traditional AI. This position contains a total of 10 pieces. The largest endgame tablebase in existence today is for 7 pieces (containing over 500 trillion positions anyway) which means the problem could not have been taken from it regardless.

image.png

1Q2n3/6B1/2P5/K7/2pR4/kp6/6r1/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.64 (Selangor, Malaysia)
Generated on 25 Mar 2020 at 12:26:47 AM
Solvability Estimate = Moderate

If you notice any version of Chesthetica 'skipped' from one problem to the next, that simply means additional (minor) changes were made to the program before it was set to run again. What was the machine 'thinking' when it came up with this? Did you find this one interesting or have something else to say? Leave a comment below! Feel free to copy the position into a chess engine and discover even more variations of the solution.

Solution

<| Book | DTube | Facebook | Instagram | Twitter | Website |>

H2
H3
H4
3 columns
2 columns
1 column
Join the conversation now