Computer-Generated Chess Problem 04086

in #chess3 years ago

What we have here is a 'KQRB vs krbn' five-move chess puzzle or problem (whichever you wish to call it) composed by a computer using the DSNS computational creativity method. It does not use endgame tablebases, artificial neural networks, machine learning or any kind of typical AI. 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., compose something original using a knight versus three pawns). Read more about it on ChessBase. The position below contains eight pieces.

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1r6/R2K4/8/B7/8/8/Q1b2n2/2k5 w - - 0 1
White to Play and Mate in 5
Chesthetica v12.65 (Selangor, Malaysia)
Generated on 24 May 2023 at 11:16:01 AM
Solvability Estimate = Moderate

Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. White is over a rook's worth in material but the precise win in this position still needs to be found. Do you think you could have composed something better with these pieces? Share in the comments and let us know how long it took you. Take some time to study the analysis and you might appreciate the puzzle a little more.

A Similar Chess Problem by Chesthetica: 03383

Solution

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