Computer-Generated Chess Problem 03327

in #chess3 years ago

Contemplate this 'KRRB vs kqrb' mate in 5 chess problem generated by a computer using the 'Digital Synaptic Neural Substrate' computational creativity method. It does not use endgame tablebases, artificial neural networks, machine learning or any kind of typical AI. The chess board is a virtually limitless canvas for the expression of creative ideas (even by computer). Depending on the type and complexity of the problem desired, a single instance of Chesthetica running on a desktop computer can probably generate anywhere between one and ten problems per hour. The largest endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not been seen by human eyes. This problem with 8 pieces goes even beyond that and was therefore composed without any such help.

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k7/5B2/5r2/8/2Kb2q1/2R5/8/1R6 w - - 0 1
White to Play and Mate in 5
Chesthetica v12.30 (Selangor, Malaysia)
Generated on 17 May 2021 at 9:13:54 AM
Solvability Estimate = Easy

Even with the same version number, each copy of Chesthetica 'evolves' and performs somewhat differently over time. White actually has less material than Black yet still wins. The white army is down by about four (Shannon) pawn units in value. Try to solve this as quickly as you can. If you like it, please share with others. As a whole, these problems are intended to cater to players of all skill levels. If you're bored of standard chess, though, why not try this?

Solution

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