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Computer-Generated Chess Problem 02731

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Published: 13 Apr 2020 › Updated: 13 Apr 2020Computer-Generated Chess Problem 02731

Computer-Generated Chess Problem 02731

Now, this is a 'KQRRP vs krr' 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. 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.

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8/Q3rr2/5P2/8/2R5/8/4k3/K2R4 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.32 (Selangor, Malaysia)
Generated on 27 Aug 2019 at 6:24:56 PM
Solvability Estimate = Moderate

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! Feel free to copy the position into a chess engine and discover even more variations of the solution.

Solution

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