Computer-Generated Chess Problem 02379

in #chess5 years ago

Now, this is a 'KBBNN vs kbpp' mate in 5 chess problem generated autonomously by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, neural networks or any kind of machine learning found in traditional AI. Any chess position over 7 pieces could not possibly have been derived from an endgame tablebase which today is limited to 7 pieces.


8/1p6/6B1/2K4b/k4N2/Bp6/N7/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.82 : Selangor, Malaysia
2018.11.14 8:39:03 AM
Solvability Estimate = Moderate

Most changes to Chesthetica that result in a slightly higher 'version number' are simply to improve the interface, by the way. Get a glimpse into the 'mind' of a computer composer. Did you find this one interesting or have something else to say? Leave a comment below! Feel free to copy the position into a chess engine and discover even more variations of the solution. 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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