Computer-Generated Chess Problem 01905

in #chess5 years ago

Here is a 'KRRBN vs krbbpp' #5 chess construct composed autonomously by the prototype computer program, Chesthetica, 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. 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. Noteworthy here is that a chess position with over 7 pieces could not have been derived or taken from an endgame tablebase because 7 pieces is the present limit.


3K4/b6b/8/8/R7/2B1pN2/4p3/4Rr1k w - - 0 1
White to Play and Mate in 5
Chesthetica v10.62 : Selangor, Malaysia
2018.2.18 4:02:51 AM
Solvability Estimate = Moderate

Now, let's see what else there is to say. Give me a moment. Try to solve this as quickly as you can. If you like it, please share with your friends. Over time, the tactics you see in these puzzles will help you improve your game.

Solution (Skip to 0:35)

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