Computer-Generated Chess Problem 03625

in chess •  2 months ago 

An original 'KQNPP vs kqbp' four-move chess problem generated autonomously by a computer using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. The DSNS does not use endgame tablebases, neural networks or any kind of machine learning found in traditional artificial intelligence (AI). It also has nothing to do with deep learning. The largest complete endgame tablebase in existence today is for seven pieces (Lomonosov) which contains over 500 trillion positions, most of which have not and never will be seen by human eyes. This problem with nine pieces goes even beyond that.


5kNK/3P1p2/3q4/8/8/4P3/2b2Q2/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v12.50 (Selangor, Malaysia)
Generated on 23 Mar 2022 at 11:09:31 AM
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. White has a slight material advantage over Black. Try to solve this as quickly as you can. If you like it, please share with others. Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia. If you'd like to learn something interesting about computer chess problem composition, consider this.

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