Computer-Generated Chess Problem 03536

This is an original 'KQRBN vs kq' four-move chess construct composed autonomously 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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8/1B2N3/4k3/1K1R4/8/4q3/8/Q7 w - - 0 1
White to Play and Mate in 4
Chesthetica v12.44 (Selangor, Malaysia)
Generated on 5 Dec 2021 at 4:11:23 AM
Solvability Estimate = Moderate

Chess puzzles are ancient. Some are over a thousand years old but only in the 21st century have computers been able to compose original ones on their own like humans can. What was the machine 'thinking' when it came up with this? Try to solve this as quickly as you can. If you like it, please share with others. Take some time to study the analysis and you might appreciate the puzzle a little more. If you're wondering how complex some chess problems can get, read this.

Solution

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