Computer-Generated Chess Problem 02851

in #chess18 days ago

Now, this is a 'KRBNP vs kqn' chess construct composed autonomously by a computer program, Chesthetica, using the 'Digital Synaptic Neural Substrate' computational creativity method. It does not use endgame tablebases, artificial neural networks, machine learning or any kind of typical AI. The chess board is a virtually limitless canvas for the expression of creative ideas (even by computer). There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. The position below contains 8 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.


q7/2P5/k7/1R6/8/K7/2Nn1B2/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.62 (Selangor, Malaysia)
Generated on 27 Feb 2020 at 7:29:02 PM
Solvability Estimate = Difficult

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. Everything composed by Chesthetica is original. Try to solve this puzzle. Do try some of the others in the series as well before you go. Collectively, these puzzles are intended to cater to players of all levels.

A Similar Chess Problem by Chesthetica: 00148