Computer-Generated Chess Problem 02857

in #chess4 years ago

A new if not unique KQQ vs krrbnn chess puzzle created by a computer program, Chesthetica, 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. There is no known limit to the quantity or type of compositions that can be generated. This position contains a total of 9 pieces. The largest endgame tablebase in existence today is for 7 pieces (containing over 500 trillion positions anyway) which means the problem could not have been taken from it regardless.

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1r1Q4/5K1k/5Q2/8/1n3r2/6b1/3n4/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v11.62 (Selangor, Malaysia)
Generated on 3 Mar 2020 at 10:55:51 PM
Solvability Estimate = Difficult

A seemingly earlier version of Chesthetica on a problem composed later (based on the date and time stamp) simply means that version may have been running on a different computer or operating system user account. White actually has less material than Black. The white army is down by about 1 (Shannon) pawn units in value. Leave a comment below, if you like. Collectively, these puzzles are intended to cater to players of all levels.

Solution

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