Computer-Generated Chess Problem 01674

This is an original 'KRBNN vs kbp' five-move chess problem generated autonomously by a computer using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. The DSNS does not use endgame tablebases, neural networks or any kind of machine learning found in traditional artificial intelligence (AI).

b1k5/4pN2/5RB1/1K2N3/8/8/8/8 w - - 0 1
Chesthetica v10.56 : Selangor, Malaysia
White to Play and Mate in 5 : 2017.10.15 6:33:40 AM

White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Leave a comment below if you like. Note that not all the chess problems are like this. They cover quite the spectrum of solving ability and there are over a thousand published already.

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