Computer-Generated Chess Problem 02711

in #puzzle6 years ago

Contemplate this 'KQRBNN vs krr' #4 chess problem generated by the prototype 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. There is no known limit to the quantity or type of compositions that can be generated. 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.

image.png

3r4/1N6/Q3N1K1/4k3/8/8/3r2R1/2B5 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.32 (Selangor, Malaysia)
Generated on 31 Jul 2019 at 6:03:40 PM
Solvability Estimate = Moderate

Composing a chess puzzle or problem requires creativity and it's not easy even for most humans. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Try to solve this as quickly as you can. If you like it, please share with others. As a whole, these problems are intended to cater to players of all skill levels.

Main Line of the Solution

<| Book | DTube | Facebook | Instagram | Twitter | Website |>