Computer-Generated Chess Problem 02890

in #chess2 months ago

Now, this is a 'KRRBNP vs kpp' four-move chess puzzle or problem (whichever you wish to call it) composed by Chesthetica using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, deep learning or any kind of 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. The largest endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not been seen by human eyes. This problem with 9 pieces goes even beyond that and was therefore composed without any such help.

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8/3R4/4k3/2K5/1R1P4/2pN4/1B4p1/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.64 (Selangor, Malaysia)
Generated on 10 Apr 2020 at 9:25:44 AM
Solvability Estimate = Difficult

Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. What was the machine 'thinking' when it came up with this? Did you find this one interesting or have something else to say? Leave a comment below! Collectively, these puzzles are intended to cater to players of all levels. If you're bored of standard chess, though, why not try this?

Solution