Computer-Generated Chess Problem 01822

A newly published and original KQNPP vs krppppp five-move chess puzzle or problem (whichever you wish to call it) composed by the program, Chesthetica, using the 'Digital Synaptic Neural Substrate' computational creativity method. It does not use endgame tablebases, artificial neural networks, machine learning or any kind of typical 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 endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not been seen by human eyes. This problem with 12 pieces goes even beyond that and was therefore composed without any such help.

3r4/1p6/2P5/3P2pQ/pp6/5p1N/2K5/k7 w - - 0 1
Chesthetica v10.57 : Selangor, Malaysia
White to Play and Mate in 5 : 2017.12.30 2:37:41 PM
Solvability Estimate = Difficult

A seemingly earlier version of Chesthetica on a problem composed later (based on the date and time stamp) simply means that version may have been running on a different computer or operating system user account. Remarkably, Chesthetica never composes duplicate problems using its DSNS technology. The default solving time of 30 seconds may be too short for you if the problem is difficult so feel free to hit the pause button and solve at your own pace. Do share and try out some of the others too. Collectively, these puzzles are intended to cater to players of all levels.

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