Computer-Generated Chess Problem 02475

in #chess4 years ago

This is an original 'KQBP vs kqnppp' five-move chess puzzle created 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. Any chess position over 7 pieces could not possibly have been derived from an endgame tablebase which today is limited to 7 pieces.


2BQ4/k1K1p3/2P5/3p4/8/5p2/4q3/6n1 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.90 : Selangor, Malaysia
Generated on 19 Jan 2019 at 1:29:41 AM
Solvability Estimate = Difficult

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. Chesthetica composes everything autonomously (no human intervention) and even chooses the main line of the solution to show you. 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)

Coin Marketplace

STEEM 0.27
TRX 0.13
JST 0.032
BTC 62513.70
ETH 2949.39
USDT 1.00
SBD 3.60