Computer-Generated Chess Problem 02766

in #chess6 years ago

An original 'KRNN vs kpppp' #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 various types of mates and study-like constructs and also compose problems using specific combinations of pieces fed into it (e.g. compose something original using a knight versus three pawns). Learn more about it on ChessBase. Any chess position over 7 pieces could not possibly have been derived from an endgame tablebase which today is limited to 7 pieces.

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8/8/1p6/3K4/5p2/N1k5/R1p1p3/2N5 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.44 (Selangor, Malaysia)
Generated on 29 Sep 2019 at 6:20:43 PM
Solvability Estimate = Moderate

Most changes to Chesthetica that result in a slightly higher 'version number' are simply to improve the interface, by the way. White is over a rook's worth in material but the precise win in this position still needs to be found. Leave a comment below, if you like. Solving chess puzzles like this can also help improve your game. If you're bored of standard chess, though, why not try this?

A Similar Chess Problem by Chesthetica: 01712

Solution

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