Computer-Generated Chess Problem 02721

in #chess6 years ago

A newly published and original KQNPP vs kqbn #4 chess puzzle created by the prototype computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. The DSNS does not use endgame tablebases, neural networks or any kind of machine learning found in traditional artificial intelligence (AI). It also has nothing to do with deep learning. Chesthetica is able to generate three-movers, four-moves, five-movers and study-like constructs and also compose problems using specific pieces types fed into it (e.g. instructing it to compose something using perhaps two queens vs. four rooks). Read more about it on ChessBase. Any chess position with this many pieces could not possibly have been obtained from known endgame databases. Chesthetica is therefore the real McCoy.

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2nkb3/N2q4/3PP3/8/1K6/6Q1/8/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.32 (Selangor, Malaysia)
Generated on 9 Aug 2019 at 9:31:57 PM
Solvability Estimate = Moderate

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. White actually has less material than Black. The white army is down by about 1 (Shannon) pawn units in value. Try to solve this puzzle. Do try some of the others in the series as well before you go. Over time, the tactics you see in these puzzles will help you improve your game.

Main Line of the Solution

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