Computer-Generated Chess Problem 02862

in #chess4 years ago

Now, here we have a 'KQRN vs kqp' mate in 4 chess construct composed autonomously by the program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, neural networks or any kind of machine learning found in traditional AI. 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.

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5k2/4Np2/2R1Q3/8/q7/8/8/1K6 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.62 (Selangor, Malaysia)
Generated on 9 Mar 2020 at 8:11:46 AM
Solvability Estimate = Moderate

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. What was the machine 'thinking' when it came up with this? Do you think you could have composed something better with these pieces? Share in the comments and let us know how long it took you. Solving chess puzzles like this can also help improve your game.

Similar Chess Problems by Chesthetica: 00335 02247 02617

Solution

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