Computer-Generated Chess Problem 03003

Here is a 'KQRR vs kqbb' four-move chess puzzle created by a computer 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. There is no known limit to the quantity or type of compositions that can be generated. 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 8 pieces goes even beyond that and was therefore composed without any such help.

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k2b4/1R6/8/8/b4q2/QR1K4/8/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.82 (Selangor, Malaysia)
Generated on 2 Aug 2020 at 9:31:40 PM
Solvability Estimate = Moderate

White is significantly ahead in material. Did you find this one interesting or have something else to say? Leave a comment below! 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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