artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02615

Contemplate this ‘KQRRN vs kqbnpp’ mate in 4 chess problem generated by the prototype 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. There is no known limit to the quantity or type of compositions that can be generated. The largest endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not been seen by human eyes. This problem with 11 pieces goes even beyond that and was therefore composed without any such help.

2k3b1/8/3R1p2/1N5K/5R2/Qn5p/8/7q w – – 0 1
White to Play and Mate in 4
Chesthetica v11.17 (Selangor, Malaysia)
Generated on 19 Apr 2019 at 2:49:14 PM
Solvability Estimate = Difficult

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. Everything composed by Chesthetica is original. Try to solve this as quickly as you can. If you like it, please share with others. Solving chess puzzles like this can also help improve your game.

A Similar Problem by Chesthetica: 00204

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

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