Computer-Generated Chess Problem 02141

in #chess7 years ago

Published online for the first time, consider this KQBNN vs kqn five-move chess problem generated by a computer using the 'Digital Synaptic Neural Substrate' computational creativity approach which does not use any kind of deep learning. After years of development, Chesthetica is able to use the technology to express original creative thought in this domain. Note that it also never had millions of IBM or Google dollars behind it. 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.


8/4N2q/6N1/B1K5/7n/5k2/8/6Q1 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.67 : Selangor, Malaysia
2018.6.12 3:27:29 PM
Solvability Estimate = Moderate

White is over a rook's worth in material but the precise win in this position still needs to be found. If this one is too easy or too difficult for you, try out some of the others. Collectively, these puzzles are intended to cater to players of all levels.

Solution (Skip to 0:35)

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