Computer-Generated Chess Problem 02377

in #chess5 years ago

Now, this is a 'KRBBNN vs kbnn' mate in 5 chess puzzle created by the prototype computer program, Chesthetica, using the 'Digital Synaptic Neural Substrate' computational creativity approach which does not use any kind of deep learning. There is no known limit to the quantity or type of compositions that can be generated. 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 10 pieces goes even beyond that and was therefore composed without any such help.


8/2B5/1nB5/5n2/1K6/1N1kb3/4R3/1N6 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.82 : Selangor, Malaysia
2018.11.14 5:04:12 AM
Solvability Estimate = Difficult

Chess puzzles are ancient. Some are over a thousand years old but only in the 21st century have computers been able to compose original ones on their own like humans can. White is over a rook's worth in material but the precise win in this position still needs to be found. Leave a comment below, if you like. 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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Why wouldn't black go Kc4 first and then Kg3?
@tipu curate 0.5

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