Computer-Generated Chess Problem 03891

in #chesslast year

A 'KRBBP vs krrnp' 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, deep learning or any kind of traditional artificial intelligence (AI). Any chess position with this many pieces is very unlikely to have been obtained from known endgame databases. Chesthetica is therefore the real McCoy.

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4k1B1/1Kn4R/3Bpr2/8/8/6P1/8/6r1 w - - 0 1
White to Play and Mate in 5
Chesthetica v12.60 (Selangor, Malaysia)
Generated on 16 Oct 2022 at 5:47:08 AM
Solvability Estimate = Moderate

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 actually has less material than Black yet still wins. The white army is down by about two (Shannon) pawn units in value. 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.

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