Computer-Generated Chess Problem 03290

in #chess3 months ago

Contemplate this 'KQRP vs kqrppp' 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, deep learning or any kind of traditional AI. You can learn more about the DSNS here. The largest endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not and never will be seen by human eyes. This problem with 10 pieces goes even beyond that and was therefore composed without any such help whatsoever.


1K6/Q7/5r2/2Rq4/6pk/5p2/4p2P/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v12.30 (Selangor, Malaysia)
Generated on 21 Apr 2021 at 4:40:53 AM
Solvability Estimate = Easy

Composing a chess puzzle or problem requires creativity and it's not easy even for most humans. White actually has less material than Black. The white army is down by about 2 (Shannon) pawn units in value. There may also be a risk of Black promoting a pawn. Leave a comment below, if you like. Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia.


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