Computer-Generated Chess Problem 02230

in #chess5 years ago

Now, here we have a 'KRBNNN vs krppppp' #5 chess problem generated by the prototype computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, deep learning or any kind of traditional AI. Chesthetica is able to generate mates in 3, mates in 4, mates in 5, study-like constructs and also compose problems using specific combinations of pieces fed into it (e.g. instructing it to compose something using perhaps a queen vs. three knights). 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 been seen by human eyes. This problem with 13 pieces goes even beyond that and was therefore composed without any such help.


8/2Bpr3/k1pN4/1NK5/N4R1p/3p4/1p6/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.70 : Selangor, Malaysia
2018.7.25 2:41:31 PM
Solvability Estimate = Moderate

Chesthetica, especially if running on multiple computers or operating system user accounts, is capable of generating far too many compositions than can be published in a timely fashion here. The newer ones will therefore only be published some time later. This is why the composition date above does not match today's date. White is over a rook's worth in material but the precise win in this position still needs to be found. Do you think you could have composed something better with these pieces? Share in the comments and let us know how long it took you. Solving chess puzzles like this is probably good for your health as it keeps your brain active. Nobody wants something like early-onset Alzheimer's.

Main Line of the Solution (Skip to 0:35)

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