artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02695

Contemplate this ‘KBNPPP vs kpp’ #4 chess problem generated by the prototype computer program, Chesthetica, using the ‘Digital Synaptic Neural Substrate’ computational creativity method. It does not use endgame tablebases, artificial neural networks, machine learning or any kind of typical AI. There is no known limit to the quantity or type of compositions that can be generated. The largest (Lomonosov) tablebase today is for 7 pieces which contains over 500 trillion positions. With each additional piece, the number of possible positions increases exponentially. It is therefore impossible that this problem with 9 pieces could have been taken from such a database.

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3kN3/3Pp3/3P4/4P3/2pK4/8/8/6B1 w – – 0 1
White to Play and Mate in 4
Chesthetica v11.20 (Selangor, Malaysia)
Generated on 25 Jun 2019 at 6:32:03 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. Looking at the position, it is somewhat cluttered. Try to solve this as quickly as you can. If you like it, please share with others. As a whole, these problems are intended to cater to players of all skill levels.

A Similar Problem by Chesthetica: 02624

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

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