Computer-Generated Chess Problem 03372

2개월 전

A 'KRRBBN vs kqrbn' mate in 4 chess puzzle or problem (whichever you wish to call it) composed by a computer program, 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. You can learn more about the DSNS here. The position below contains 11 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.

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8/5q2/8/5B2/R5N1/7k/3K1Rb1/4B1rn w - - 0 1
White to Play and Mate in 4
Chesthetica v12.30 (Selangor, Malaysia)
Generated on 6 Jul 2021 at 10:16:07 PM
Solvability Estimate = Moderate

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. The white army is down by about one (Shannon) pawn units in value. Leave a comment below if you like. Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia.

Solution
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