Computer-Generated Chess Problem 03516

An original 'KQRR vs kqrrn' four-move chess puzzle 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.

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2k5/4R3/4K2n/6r1/8/1r6/q7/Q2R4 w - - 0 1
White to Play and Mate in 4
Chesthetica v12.43 (Selangor, Malaysia)
Generated on 12 Nov 2021 at 3:24:52 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 or generation date above does not match today's date. White actually has less material than Black yet still wins. The white army is down by about three (Shannon) pawn units in value. Try to solve this as quickly as you can. If you like it, please share with others. Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia.

A Similar Chess Problem by Chesthetica: 03208

Solution

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