Computer-Generated Chess Problem 02520

in #chess4 years ago

A new if not unique KQBB vs kqrn mate in 5 chess puzzle or problem (whichever you wish to call it) composed by a computer using the 'Digital Synaptic Neural Substrate' computational creativity method. It does not use endgame tablebases, artificial neural networks, machine learning or any kind of typical AI. The chess board is a virtually limitless canvas for the expression of creative ideas (even by computer). Depending on the type and complexity of the problem desired, a single instance of Chesthetica running on a desktop computer can probably generate anywhere between one and ten problems per hour. The position below contains 8 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.


k7/3Q4/5rq1/1n4B1/8/1B6/7K/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v11.02 (Selangor, Malaysia)
Generated on 15 Feb 2019 at 12:43:17 PM
Solvability Estimate = Moderate

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 actually has less material than Black yet still wins. The white army is down by about 2 (Shannon) pawn units in value. Try to solve this as quickly as you can. If you like it, please share with others. Over time, the tactics you see in these puzzles will help you improve your game.

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

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