Computer-Generated Chess Problem 02813

in #chess5 years ago

Contemplate this 'KRNNPP vs kpp' chess problem generated by a computer using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, deep learning or any kind of traditional AI. Chesthetica is able to generate mates in 3, mates in 4, mates in 5, study-like constructs and also compose problems using specific combinations of pieces fed into it (e.g. instructing it to compose something using perhaps a queen vs. three knights). Read 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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8/6p1/5R2/4N1k1/8/3pPK2/4NP2/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.56 (Selangor, Malaysia)
Generated on 6 Dec 2019 at 12:22:12 AM
Solvability Estimate = Moderate

A seemingly earlier version of Chesthetica on a problem composed later (based on the date and time stamp) simply means that version may have been running on a different computer or operating system user account. Okay, let me think for a minute if there's anything else to say here. Try to solve this as quickly as you can. If you like it, please share with others. Feel free to copy the position into a chess engine and discover even more variations of the solution.

Solution

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