Computer-Generated Chess Problem 03291

in #chess3 years ago

Here is a 'KQRBN vs kqrbbp' 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. Any chess position with this many pieces could not possibly have been obtained from known endgame databases. Chesthetica is therefore the real McCoy.

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K7/8/5R2/bNQ5/6bk/2q4r/4B1p1/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v12.30 (Selangor, Malaysia)
Generated on 21 Apr 2021 at 8:29:35 AM
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 has a knight for Black's bishop and pawn. Leave a comment below, if you like. Collectively, these puzzles are intended to cater to players of all levels.

Solution

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