Computer-Generated Chess Problem 03034

Contemplate this 'KQBN vs krrp' mate in 4 chess puzzle or problem (whichever you wish to call it) composed 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. You can learn more about the DSNS here. 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 8 pieces goes even beyond that and was therefore composed without any such help whatsoever.

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8/8/7Q/r6r/k1N5/8/2K4p/6B1 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.86 (Selangor, Malaysia)
Generated on 28 Aug 2020 at 11:05:12 AM
Solvability Estimate = Difficult

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. White is significantly ahead in material. Leave a comment below, if you like. Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia.

Solution

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