Computer-Generated Chess Problem 02495
Now, this is a 'KRBN vs krrb' four-move chess construct generated by a 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. The chess board is a virtually limitless canvas for the expression of creative ideas (even by computer). 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 and never will be seen by human eyes. This problem with 8 pieces goes even beyond that and was therefore composed without any such help whatsoever.
3B4/8/8/8/3K4/1b1N1r2/r3k3/R7 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.98 : Selangor, Malaysia
2019.2.5 5:49:25 AM
If you notice an earlier version of Chesthetica listed with a newer problem, that simply means an earlier version may have been running on a different computer or OS user account. White actually has less material than Black yet still wins. The white army is down by about 2 (Shannon) pawn units in value. 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 be good for your health as it keeps your brain active. It may even delay or prevent dementia.
Related Books: http://amazon.com/author/azlan_iqbal
Artwork licensed under Creative Commons (CC0).
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