Computer-Generated Chess Problem 02806

in #chess4 years ago

Take a look at this 'KQRRBN vs kqrrbn' mate in 5 chess puzzle or problem (whichever you wish to call it) composed by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, deep learning or any kind of traditional AI. Any chess position with this many pieces could not possibly have been obtained from known endgame databases. Chesthetica is therefore the real McCoy.

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6q1/1Q4B1/3K4/2n2krN/6b1/7R/R7/5r2 w - - 0 1
White to Play and Mate in 5
Chesthetica v11.55 (Selangor, Malaysia)
Generated on 28 Nov 2019 at 4:07:46 PM
Solvability Estimate = Moderate

If you notice any version of Chesthetica 'skipped' from one problem to the next, that simply means additional (minor) changes were made to the program before it was set to run again. The material value is about equal. The white and black armies also have the same pieces, which is rare for a computer composition. 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.

Solution

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