Computer-Generated Chess Problem 03236

in #chess3 years ago

This is an original 'KQRNNP vs kbnpp' five-move chess puzzle or problem (whichever you wish to call it) composed 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. This position contains a total of 11 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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8/3Q4/8/nN6/3K2R1/p2bp2N/3P4/2k5 w - - 0 1
White to Play and Mate in 5
Chesthetica v12.26 (Selangor, Malaysia)
Generated on 9 Mar 2021 at 8:03:26 AM
Solvability Estimate = Difficult

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. What was the machine 'thinking' when it came up with this? 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

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