Computer-Generated Chess Problem 03791

This is an original 'KQRBBN vs krrnp' four-move chess puzzle or problem (whichever you wish to call it) composed 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. Any chess position with this many pieces is very unlikely to have been obtained from known endgame databases. Chesthetica is therefore the real McCoy.

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4R1B1/6K1/5r2/8/4n1k1/2N1Q1p1/3B4/r7 w - - 0 1
White to Play and Mate in 4
Chesthetica v12.58 (Selangor, Malaysia)
Generated on 29 Jul 2022 at 8:58:02 AM
Solvability Estimate = Difficult

Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. 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'd like to learn something interesting about computer chess problem composition, consider this.

Solution

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