Computer-Generated Chess Problem 03492

A new if not unique KQRBNP vs kqrbp forced mate in four chess problem generated 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. Depending on the type and complexity of the problem desired, a single instance of Chesthetica running on a desktop computer can probably generate anywhere between one and ten problems per hour. Any chess position over 7 pieces could not possibly have been derived from an endgame tablebase which today is limited to 7 pieces.

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r7/4QP2/4Bpk1/7q/8/4bNKR/8/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v12.41 (Selangor, Malaysia)
Generated on 20 Oct 2021 at 6:11:53 AM
Solvability Estimate = Moderate

Most changes to Chesthetica that result in a slightly higher version number are simply to improve the interface or fix a minor bug, by the way. What was the machine 'thinking' when it came up with this? Did you find this one interesting or have something else to say? Leave a comment below! Over time, the tactics you see in these puzzles will help you improve your game. If you're bored of standard chess, though, why not try this?

Solution

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