Computer-Generated Chess Problem 03195

in #chess5 years ago

This is an original 'KQRNP vs kqrbnpp' five-move chess problem generated autonomously 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. The largest (Lomonosov) tablebase today is for 7 pieces which contains over 500 trillion positions. With each additional piece, the number of possible positions increases exponentially. It is therefore impossible that this problem with 12 pieces could have been taken from such a database.

image.png

q2b4/8/5P2/R7/2r2N2/3n1pK1/2Q2p2/5k2 w - - 0 1
White to Play and Mate in 5
Chesthetica v12.19 (Selangor, Malaysia)
Generated on 1 Feb 2021 at 5:04:36 PM
Solvability Estimate = Difficult

If you notice an earlier version of Chesthetica listed with a newer problem, that simply means an earlier version may have been running on a different computer or OS user account. Get a glimpse into the 'mind' of a computer composer. Try to solve this as quickly as you can. If you like it, please share with others. Take some time to study the analysis and you might appreciate the puzzle a little more.

Solution

Coin Marketplace

STEEM 0.04
TRX 0.32
JST 0.075
BTC 63940.64
ETH 1672.83
USDT 1.00
SBD 0.42