Computer-Generated Chess Problem 02292

in #chess7 years ago

Here is a 'KRBBB vs kqqn' five-move chess problem generated autonomously by a computer program, Chesthetica, using the computational creativity approach which doesn't use any kind of traditional AI or even deep learning. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. The position below contains 9 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.


k7/1RB5/2n1q3/6q1/4B2B/8/8/7K w - - 0 1
White to Play and Mate in 5
Chesthetica v10.75 : Selangor, Malaysia
2018.9.15 10:18:04 PM
Solvability Estimate = Easy

If you notice an earlier version of Chesthetica listed with a newer problem, that simply means an earlier version may have been running on a different computer or OS user account. Okay, let me think for a minute if there's anything else to say here. Do share and try out some of the others too. Some of these problems may be trivial for you, especially if you're a club or master player but bear in mind that chess lovers can be found at all levels of play. So do check out some of the other problems. You can probably find something more to your taste.

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

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