Computer-Generated Chess Problem 04018

This is an original 'KQRB vs kqrbp' 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. Incidentally, this is also a 'mutual mate' problem (more generally known as a 'duplex'). That means if Black were to play, it is also a forced mate in the same number of moves. They are quite rare in direct mates. The solvability estimate applies only to White's solution. Read more about mutual mates here.

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8/7R/8/1p3Q2/4qr2/kBK5/2b5/8 w - - 0 1
White (or Black) to Play and Mate in 4
Chesthetica v12.64 (Selangor, Malaysia)
Generated on 17 Feb 2023 at 8:49:45 AM
Solvability Estimate = Moderate

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.

A Similar Chess Problem by Chesthetica: 02111

Solution

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