Computer-Generated Chess Problem 02056

in #chess5 years ago

An original 'KQBBNP vs kbbp' mate in 5 chess problem generated autonomously by 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. There is no known limit to the quantity or type of compositions that can be generated. 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 10 pieces goes even beyond that and was therefore composed without any such help whatsoever.


3B1K2/b1N2B2/Q7/8/4k3/5b2/p1P5/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.63 : Selangor, Malaysia
2018.4.28 8:48:38 PM
Solvability Estimate = Difficult

The chess problems are published chronologically based on the composition date and time. However, later compositions may have an earlier version of Chesthetica listed because more than one computer (not all running the same version of the program) is used. Chesthetica composes only unique or new constructs. If you have seen it before, cite the source and comment below because it is purely coincidental. Why not time yourself how long it took you to solve this? Take some time to study the analysis and you might appreciate the puzzle a little more. If you're bored of standard chess, though, why not try this?

Solution (Skip to 0:35)

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