Computer-Generated Chess Problem 02491

in #chess5 years ago

This is an original 'KQRBNPPP vs kqrbnppppp' five-move chess problem generated 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 with this many pieces could not possibly have been obtained from known endgame databases. Chesthetica is therefore the real McCoy.


q3N1B1/1P3p1K/6Pp/2n1Q2p/2R5/4b3/kp2pr1P/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.98 (Selangor, Malaysia)
Generated on 2 Feb 2019 at 6:32:13 PM
Solvability Estimate = Difficult

The chess problems are published chronologically based on the composition date and time. However, later compositions may have an earlier version of Chesthetica listed because more than one computer (not all running the same version of the program) is used. Get a glimpse into the 'mind' of a computer composer. 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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