Computer-Generated Chess Problem 02016

An original 'KRBBN vs krrp' mate in 5 chess problem generated by the program, Chesthetica, using the 'Digital Synaptic Neural Substrate' computational creativity approach which does not use any kind of deep learning. After years of development, Chesthetica is able to use the technology to express original creative thought in this domain. Note that it also never had millions of IBM or Google dollars behind it. 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 position below contains 9 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.


4r3/B3p3/3N4/8/6R1/1r6/1kBK4/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.63 : Selangor, Malaysia
2018.4.8 7:06:06 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. Okay, let me think for a minute if there's anything else to say here. Did you find this one interesting or have something else to say? Leave a comment below! Note that not all the chess problems are like this. They cover quite the spectrum of solving ability and there are thousands published already.

Solution (Skip to 0:35)

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