Computer-Generated Chess Problem 02860

in #chess4 years ago

What we have here is a 'KRRBBN vs kbnnp' four-move chess construct composed autonomously by Chesthetica using the approach known as the DSNS from the sub-field of AI, computational creativity. Depending on the type and complexity of the problem desired, a single instance of Chesthetica running on a desktop computer can probably generate anywhere between one and ten problems per hour. Noteworthy here is that a chess position with over 7 pieces could not have been derived or taken from an endgame tablebase because 7 pieces is the present limit.

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1n5K/8/8/5b2/7n/p7/2Nk1B2/R4B1R w - - 0 1
White to Play and Mate in 4
Chesthetica v11.62 (Selangor, Malaysia)
Generated on 8 Mar 2020 at 4:15:59 PM
Solvability Estimate = Difficult

Even with the same version number, each copy of Chesthetica 'evolves' and performs somewhat differently over time. What was the machine 'thinking' when it came up with this? Leave a comment below, if you like. 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. Anyway, if standard chess isn't your thing, you might instead like SSCC.

Solution

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