Computer-Generated Chess Problem 03576

in #chess2 years ago

A new if not unique KQBBP vs kqrb forced mate in five chess problem generated by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, neural networks or any kind of machine learning found in traditional AI. 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.

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4B1k1/3Q4/8/q4Pr1/4K3/1b6/8/B7 w - - 0 1
White to Play and Mate in 5
Chesthetica v12.48 (Selangor, Malaysia)
Generated on 23 Jan 2022 at 7:10:11 AM
Solvability Estimate = Moderate

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. Get a glimpse into the 'mind' of a computer composer. Did you find this one interesting or have something else to say? Leave a comment below! Over time, the tactics you see in these puzzles will help you improve your game.

A Similar Chess Problem by Chesthetica: 03253

Solution
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