artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02304

Contemplate this ‘KRBBN vs knpp’ mate in 4 chess construct composed autonomously by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn’t use endgame tablebases, deep learning or any kind of traditional AI. You can learn more about the DSNS here. The position below contains 9 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.

4Bn2/8/1K6/2B5/2kpp3/8/2N1R3/8 w – – 0 1
White to Play and Mate in 4
Chesthetica v10.75 : Selangor, Malaysia
2018.9.30 8:20:55 PM
Solvability Estimate = Difficult

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. White is over a rook’s worth in material but the precise win in this position still needs to be found. Leave a comment below, if you like. Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia.

Main Line of the Solution (Skip to 0:35)

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