Computer-Generated Chess Problem 01975

Here is a 'KRBNNP vs krp' #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. Chesthetica is able to generate mates in 3, mates in 4, mates in 5, 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 largest endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not and never will be seen by human eyes. This problem with 9 pieces goes even beyond that and was therefore composed without any such help whatsoever.


8/5N2/3R4/B1k2r2/p1P5/3K4/8/2N5 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.63 : Selangor, Malaysia
2018.3.24 11:52:48 PM
Solvability Estimate = Easy

White is over a rook's worth in material but the precise win in this position still needs to be found. Did you find this one interesting or have something else to say? Leave a comment below! 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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