Computer-Generated Chess Problem 03366

in chess •  3 years ago 

Now, this is a 'KRRBN vs kbp' mate in 4 chess puzzle or problem (whichever you wish to call it) composed 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. The largest endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not and never will be seen by human eyes. This problem with 8 pieces goes even beyond that and was therefore composed without any such help whatsoever.

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8/8/R7/6pb/5k2/B3N2R/7K/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v12.30 (Selangor, Malaysia)
Generated on 28 Jun 2021 at 11:49:47 PM
Solvability Estimate = Moderate

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Did you find this one interesting or have something else to say? Leave a comment below! Feel free to copy the position into a chess engine and discover even more variations of the solution.

Similar Chess Problems by Chesthetica: 00281, 01876.

Solution
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good post