Computer-Generated Chess Problem 01885

A newly published and original KRRNP vs knnp #5 chess puzzle or problem (whichever you wish to call it) composed 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). It also has nothing to do with deep learning. Noteworthy here is that a chess position with over 7 pieces could not have been derived or taken from an endgame tablebase because 7 pieces is the present limit.


N1R1n3/1P1kp3/8/R7/3Kn3/8/8/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.60 : Selangor, Malaysia
2018.2.7 6:30:49 AM
Solvability Estimate = Difficult

Now, let's see what else there is to say. Give me a moment. Try to solve this puzzle. Do try some of the others in the series as well before you go. Over time, the tactics you see in these puzzles will help you improve your game. Anyway, if standard chess isn't your thing, you might instead like SSCC.

Solution (Skip to 0:35)

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