Now, here we have a 'KQBP vs kr' mate in 4 chess puzzle or problem (whichever you wish to call it) composed by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, neural networks or any kind of machine learning found in traditional AI.
White to Play and Mate in 4
Chesthetica v12.30 (Selangor, Malaysia)
Generated on 6 May 2021 at 10:31:51 AM
If you notice any version of Chesthetica 'skipped' from one problem to the next, that simply means additional (minor) changes were made to the program before it was set to run again. What was the machine 'thinking' when it came up with this? Do share and try out some of the others too. Take some time to study the analysis and you might appreciate the puzzle a little more.
Solution
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