Computer-Generated Chess Problem 02075

Consider this 'KRRNN vs krrbnnp' five-move chess construct composed autonomously by a computer using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, neural networks or any kind of machine learning found in traditional AI. You can learn more about the DSNS here. Any chess position over 7 pieces could not possibly have been derived from an endgame tablebase which today is limited to 7 pieces.


8/4p3/1R2R1n1/K7/4r3/1NkrN3/2n1b3/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.63 : Selangor, Malaysia
2018.5.11 2:41:31 PM
Solvability Estimate = Easy

White actually has less material than Black. The white army is down by about 4 (Shannon) pawn units in value. Do share and try out some of the others too. As a whole, these problems are intended to cater to players of all skill levels.

Solution (Skip to 0:35)

< | Facebook | Twitter | About the Book | Website | Reddit| >

H2
H3
H4
3 columns
2 columns
1 column
Join the conversation now