Computer-Generated Chess Problem 03540

in #chess2 years ago

An original 'KRRBNNP vs krp' chess problem generated autonomously 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 position below contains 10 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.

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4R3/3N4/1N1k4/5K2/2Pp4/7r/1B6/1R6 w - - 0 1
White to Play and Mate in 5
Chesthetica v12.45 (Selangor, Malaysia)
Generated on 10 Dec 2021 at 9:35:33 AM
Solvability Estimate = Easy

Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. White is ahead by two knights, a bishop and a rook. Leave a comment below if you like. Collectively, these puzzles are intended to cater to players of all levels. If you're wondering how complex some chess problems can get, read this.

Solution

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