Computer-Generated Chess Problem 03151
Now, this is a 'KRRBBN vs knn' mate in 5 chess problem generated autonomously by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, neural networks or any kind of machine learning found in traditional AI. The position below contains 9 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.
![image.png](https://steemitimages.com/640x0/https://cdn.steemitimages.com/DQmWQseyxsUwDAxsmd4voZfQ57x78tELPxSe7v6K1LQRZsD/image.png)
White to Play and Mate in 5
Chesthetica v12.18 (Selangor, Malaysia)
Generated on 2 Jan 2021 at 5:52:10 PM
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. Get a glimpse into the 'mind' of a computer composer. Did you find this one interesting or have something else to say? Leave a comment below! Feel free to copy the position into a chess engine and discover even more variations of the solution. Anyway, if standard chess isn't your thing, you might instead like SSCC.
Solution