A newly published and original KQBNP vs krn chess problem generated 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. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. 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.
White to Play and Mate in 5
Chesthetica v10.63 : Selangor, Malaysia
2018.3.14 11:01:44 PM
Now, let's see what else there is to say. Give me a moment. Why not time yourself how long it took you to solve this? Feel free to copy the position into a chess engine and discover even more variations of the solution.
Solution (Skip to 0:35)
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