Computer-Generated Chess Problem 01693

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8y

An original 'KRRBP vs kq' 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).

2k2q2/8/2KP2B1/2R5/8/8/2R5/8 w - - 0 1
Chesthetica v10.56 : Selangor, Malaysia
White to Play and Mate in 4 : 2017.10.27 4:34:34 AM
Solvability : Easy

Okay, let's see.... Did you find this one interesting or have something else to say? Leave a comment below! Note that not all the chess problems are like this. They cover quite the spectrum of solving ability and there are over a thousand published already.

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Computer-Generated Chess Problem 01693 | Ecency