Computer-Generated Chess Problem 02375

in #chess5 years ago

An original 'KRRBN vs krrnnp' five-move chess problem generated autonomously by a computer 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. 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 11 pieces goes even beyond that and was therefore composed without any such help whatsoever.


3n1r2/6B1/3R4/3rn3/Kp6/8/k7/3R1N2 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.82 : Selangor, Malaysia
2018.11.13 2:53:05 PM
Solvability Estimate = Moderate

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. White actually has less material than Black yet still wins. The white army is down by about 1 (Shannon) pawn units in value. Try to solve this as quickly as you can. If you like it, please share with others. Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia. Anyway, if standard chess isn't your thing, you might instead like SSCC.

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

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