Computer-Generated Chess Problem 03566

in #chess2 years ago

Now, here we have a 'KQBNPP vs kqrp' mate in five chess problem generated autonomously by a computer program, Chesthetica, using the approach known as the DSNS from the sub-field of AI, computational creativity. 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. This position contains a total of 10 pieces. The largest complete endgame tablebase in existence today is for seven pieces (containing over 500 trillion positions anyway) which means the problem could not have been taken from it regardless.

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8/8/5r1q/8/3P3P/3Qpk2/2B1N3/3K4 w - - 0 1
White to Play and Mate in 5
Chesthetica v12.46 (Selangor, Malaysia)
Generated on 14 Jan 2022 at 5:14:31 PM
Solvability Estimate = Difficult

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. White has a pawn, a bishop and a knight for Black's rook. Why not time yourself how long it took you to solve this? Collectively, these puzzles are intended to cater to players of all levels.

Solution

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