Computer-Generated Chess Problem 03475

in #chess3 years ago

Contemplate this 'KRBNP vs kqnp' 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. 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 9 pieces goes even beyond that and was therefore composed without any such help.

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K7/6q1/k5B1/P3N1R1/3p4/8/8/5n2 w - - 0 1
White to Play and Mate in 5
Chesthetica v12.41 (Selangor, Malaysia)
Generated on 3 Oct 2021 at 7:26:07 AM
Solvability Estimate = Moderate

These chess puzzles are published in order based on the composition date and time stamp above. Due to the sheer volume of compositions generated, the latest ones may therefore only be published later on. White has a bishop and a rook for Black's queen. Leave a comment below if you like. Collectively, these puzzles are intended to cater to players of all levels. If you're bored of standard chess, though, why not try this?

Solution

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