Computer-Generated Chess Problem 02840

in #chess26 days ago

Now, this is a 'KQRBBNN vs krbnnp' mate in 4 chess construct composed autonomously by Chesthetica using the approach known as the DSNS from the sub-field of AI, computational creativity. The program can compose problems that may otherwise take decades, centuries or even longer for human composers to think of, or to arise in a real game. 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 a queen vs. three knights). Read more about it on ChessBase.

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1r6/8/4p2B/2b2k2/2N4K/8/B2RN3/1n4nQ w - - 0 1
White to Play and Mate in 4
Chesthetica v11.62 (Selangor, Malaysia)
Generated on 12 Feb 2020 at 8:16:20 PM
Solvability Estimate = Difficult

The chess problems are published chronologically based on the composition date and time. However, later compositions may have an earlier version of Chesthetica listed because more than one computer (not all running the same version of the program) is used. What was the machine 'thinking' when it came up with this? Some of these problems may be trivial for you, especially if you're a club or master player but bear in mind that chess lovers can be found at all levels of play. So do check out some of the other problems. You can probably find something more to your taste.

Solution