artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02915

Contemplate this ‘KQRBBN vs kqrbnn’ #4 chess puzzle created 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 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 12 pieces goes even beyond that and was therefore composed without any such help whatsoever.

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8/8/3Q4/1q1nB1b1/1r2k3/8/2N3K1/n2R3B w – – 0 1
White to Play and Mate in 4
Chesthetica v11.68 (Selangor, Malaysia)
Generated on 12 May 2020 at 6:36:51 AM
Solvability Estimate = Difficult

These chess puzzles are published in order based on the composition date and time stamp above. Due to the sheer volume of compositions generated, the latest ones may therefore only be published later on. Material is even. Try to solve this as quickly as you can. If you like it, please share with others. Solving chess puzzles like this is probably good for your health as it keeps your brain active. Nobody wants something like early-onset Alzheimer’s.

Solution

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