Computer-Generated Chess Problem 02178

in #chess5 years ago

Here is a 'KQRB vs kqrb' five-move chess problem generated autonomously by a computer using the 'Digital Synaptic Neural Substrate' computational creativity method. It does not use endgame tablebases, artificial neural networks, machine learning or any kind of typical AI. The chess board is a virtually limitless canvas for the expression of creative ideas (even by computer). Chesthetica is able to generate three-movers, four-moves, five-movers and study-like constructs and also compose problems using specific pieces types fed into it (e.g. instructing it to compose something original using only a queen vs. rook, knight and bishop). Read more about it on ChessBase. 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.


2q5/2k5/6rb/1K1R4/8/8/6B1/6Q1 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.67 : Selangor, Malaysia
2018.6.28 9:16:37 PM
Solvability Estimate = Easy

A seemingly earlier version of Chesthetica on a problem composed later (based on the date and time stamp) simply means that version may have been running on a different computer or operating system user account. Material is even. The white and black armies also have the same pieces, which is rare for a computer composition. If this one is too easy or too difficult for you, try out some of the others. Feel free to copy the position into a chess engine and discover even more variations of the solution.

Solution (Skip to 0:35)

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