Computer-Generated Chess Problem 03080

A newly published and original KQRRBNP vs kqrrbnpp chess problem generated autonomously by the program, Chesthetica, using the 'DSNS' computational creativity approach which does not use any kind of machine or deep learning. Chesthetica is able to generate mates in 2, mates in 3, mates in 4, mates in 5, study-like constructs and also compose problems using specific combinations of pieces fed into it (e.g. to compose something using a rook, bishop, knight and three pawns vs. a queen and a rook). Read more about it on ChessBase. The largest (Lomonosov) tablebase today is for 7 pieces which contains over 500 trillion positions. With each additional piece, the number of possible positions increases exponentially. It is therefore impossible that this problem with 15 pieces could have been taken from such a database.

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4B3/3n4/2r1k2p/1P6/1R3Kpb/8/2Qr1R2/N5q1 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.96 (Selangor, Malaysia)
Generated on 13 Oct 2020 at 4:17:09 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. Get a glimpse into the 'mind' of a computer composer. Leave a comment below, if you like. Take some time to study the analysis and you might appreciate the puzzle a little more.

Solution

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