Computer-Generated Chess Problem 02257

in #chess5 years ago

Published online for the first time, consider this KQQRBP vs kqbb 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. You can learn more about the DSNS here. 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.


7R/k2b4/5B2/P3Q3/4K1Q1/8/3q1b2/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.74 : Selangor, Malaysia
2018.8.8 3:51:51 AM
Solvability Estimate = Moderate

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. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. 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.

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

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