Computer-Generated Chess Problem 04041
Now, this is a 'KRRNNP vs kqbn' 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. The position below contains 10 pieces.
White to Play and Mate in 5
Chesthetica v12.64 (Selangor, Malaysia)
Generated on 17 Mar 2023 at 1:41:54 AM
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! Take some time to study the analysis and you might appreciate the puzzle a little more. If you'd like to learn something interesting about computer chess problem composition, consider this.
Solution