Computer-Generated Chess Problem 03578

in #chess2 years ago

Now, this is a 'KQBBP vs kqbnpp' mate in five chess puzzle or problem (whichever you wish to call it) composed 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. 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 11 pieces goes even beyond that.

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8/3Bq3/8/5n2/6b1/1KQpP3/3B3p/3k4 w - - 0 1
White to Play and Mate in 5
Chesthetica v12.48 (Selangor, Malaysia)
Generated on 24 Jan 2022 at 7:06:40 PM
Solvability Estimate = Moderate

Even with the same version number, each copy of Chesthetica 'evolves' and may perform somewhat differently over time. What was the machine 'thinking' when it came up with this? Did you find this one interesting or have something else to say? Leave a comment below! Feel free to copy the position into a chess engine and potentially discover even more variations.

Solution

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