Computer-Generated Chess Problem 03693

in #chess2 years ago

A new if not unique KRRBPPP vs kqbnp forced mate in five chess problem generated autonomously 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. The position below contains 12 pieces.

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5bqn/3B2P1/8/R5R1/2p2k1P/7K/6P1/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v12.55 (Selangor, Malaysia)
Generated on 25 May 2022 at 10:04:54 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? 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.

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