Computer-Generated Chess Problem 02881

in #chess9 months ago

What we have here is a 'KQBBNPPP vs kqbbppp' four-move chess problem generated by the prototype computer program, Chesthetica, using the Digital Synaptic Neural Substrate AI computational creativity method. Chesthetica can compose problems that might otherwise take centuries or longer for human composers to think of, so you may enjoy them right now. You can learn more about the DSNS here. Any chess position over 7 pieces could not possibly have been derived from an endgame tablebase which today is limited to 7 pieces.


1N6/5K2/8/b2pPB2/2Pk1P2/5Q2/1p1pb3/2q1B3 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.64 (Selangor, Malaysia)
Generated on 2 Apr 2020 at 6:34:17 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. Now, let's see what else there is to say. Give me a moment. Try to solve this as quickly as you can. If you like it, please share with your friends. Over time, the tactics you see in these puzzles will help you improve your game.