Computer-Generated Chess Problem 03037

This is an original 'KRRBN vs kqnnppp' four-move chess puzzle or problem (whichever you wish to call it) composed by a computer using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. The DSNS does not use endgame tablebases, neural networks or any kind of machine learning found in traditional artificial intelligence (AI). It also has nothing to do with deep learning. This position contains a total of 12 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.

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8/k5p1/2RN4/8/3Rn3/8/ppq3nB/7K w - - 0 1
White to Play and Mate in 4
Chesthetica v11.86 (Selangor, Malaysia)
Generated on 29 Aug 2020 at 11:38:06 PM
Solvability Estimate = Moderate

Chesthetica, especially if running on multiple computers or operating system user accounts, is capable of generating far too many compositions than can be published in a timely fashion here. The newer ones will therefore only be published some time later. This is why the composition date above does not match today's date. Get a glimpse into the 'mind' of a computer composer. Leave a comment below, if you like. Solving chess puzzles like this is probably good for your health as it keeps your brain active. Nobody wants something like early-onset Alzheimer's.

Solution

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