Computer-Generated Chess Problem 04059

in #chess3 years ago

A new if not unique KQRRNPP vs kqrrbp 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, deep learning or any kind of traditional artificial intelligence (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 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 13 pieces goes even beyond that.

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8/2N1pr1P/K1k5/2P5/4R1Q1/2r4q/3R4/b7 w - - 0 1
White to Play and Mate in 5
Chesthetica v12.65 (Selangor, Malaysia)
Generated on 11 Apr 2023 at 1:24:08 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. Get a glimpse into the 'mind' of a computer composer. 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. If you'd like to learn something interesting about computer chess problem composition, consider this.

Solution

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