A newly published and original KBBNP vs krr four-move chess puzzle created by the prototype computer program, Chesthetica, using the 'Digital Synaptic Neural Substrate' computational creativity method. It does not use endgame tablebases, artificial neural networks, machine learning or any kind of typical AI. The chess board is a virtually limitless canvas for the expression of creative ideas (even by computer). You can learn more about the DSNS here. The position below contains 8 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.
White to Play and Mate in 4
Chesthetica v11.62 (Selangor, Malaysia)
Generated on 30 Mar 2020 at 3:28:30 PM
A seemingly earlier version of Chesthetica on a problem composed later (based on the date and time stamp) simply means that version may have been running on a different computer or operating system user account. Material is even. Try to solve this as quickly as you can. If you like it, please share with your friends. As a whole, these problems are intended to cater to players of all skill levels. Anyway, if standard chess isn't your thing, you might instead like SSCC.
Solution
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