Computer-Generated Chess Problem 02761

in #chess6 years ago

This is an original 'KRBNN vs kb' #4 chess problem generated autonomously by a computer using the 'DSNS' computational creativity approach which does not use any kind of machine or deep learning. Chesthetica is able to use the technology to express original creative thought in this domain. It also never had behind it a team of highly skilled programmers, consultants or the kind of hardware millions of IBM or Google dollars could buy. You can learn about how these constructs are selected here.

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3bN3/8/R7/1k6/2N5/1KB5/8/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.44 (Selangor, Malaysia)
Generated on 27 Sep 2019 at 9:02:27 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 has a decisive material advantage in this position but the winning sequence may not be immediately clear. Why not time yourself how long it took you to solve this? Solving chess puzzles like this can also help improve your game. If you're bored of standard chess, though, why not try this?

Solution

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