Computer-Generated Chess Problem 02122

in #chess5 years ago

This is an original 'KQRBN vs kqrbb' mate in 5 chess problem generated 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. 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.


R2q4/8/B1b5/3N2r1/7Q/2K5/5b2/3k4 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.63 : Selangor, Malaysia
2018.6.4 5:41:32 AM
Solvability Estimate = Easy

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. Material is even. Try to solve this as quickly as you can. If you like it, please share with your friends. Take some time to study the analysis and you might appreciate the puzzle a little more.

Solution (Skip to 0:35)

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