Computer-Generated Chess Problem 03671

in #chess2 years ago

A newly published and original KQRNN vs kqrb chess puzzle or problem (whichever you wish to call it) composed by the program, Chesthetica, using the DSNS computational creativity approach which does not use any kind of machine or deep learning. Chesthetica is able to generate mates in two, mates in three, mates in four, mates in five, study-like constructs and also compose problems using specific combinations of pieces fed into it (e.g., to compose something using a rook, bishop, knight and three pawns vs. a queen and a rook). Read more about it on ChessBase. The position below contains nine pieces.

image.png

8/8/8/8/8/2Rb1r1N/QK1k4/2N1q3 w - - 0 1
White to Play and Mate in 5
Chesthetica v12.54 (Selangor, Malaysia)
Generated on 30 Apr 2022 at 7:33:50 PM
Solvability Estimate = Difficult

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. What was the machine 'thinking' when it came up with this? Leave a comment below if you like. Take some time to study the analysis and you might appreciate the puzzle a little more.

Solution

Coin Marketplace

STEEM 0.29
TRX 0.12
JST 0.033
BTC 63318.34
ETH 3108.17
USDT 1.00
SBD 3.97