Computer-Generated Chess Problem 03567

in #chess2 years ago

Contemplate this 'KQRP vs kqbp' mate in five chess problem generated autonomously by a computer using the 'digital synaptic neural substrate' (DSNS) computational creativity approach. It doesn't use endgame tablebases, deep learning or any kind of traditional artificial intelligence (AI). You can learn more about the DSNS here. The largest complete endgame tablebase in existence today is for seven pieces (Lomonosov) which contains over 500 trillion positions, most of which have not and never will be seen by human eyes. This problem with 8 pieces goes even beyond that.

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8/8/4p3/2KR4/q5k1/3Q2b1/4P3/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v12.46 (Selangor, Malaysia)
Generated on 15 Jan 2022 at 11:29:00 AM
Solvability Estimate = Easy

Chess puzzles are ancient. Some are over a thousand years old but only in the 21st century have computers been able to compose original ones on their own like humans can. White has a slight material advantage over Black. Leave a comment below if you like. Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia.

Similar Chess Problems by Chesthetica: 00124, 01436.

Solution

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