Computer-Generated Chess Problem 02209

Published online for the first time, consider this KQBBNNNPP vs krbbbnnpp #5 chess construct composed autonomously by the prototype computer program, Chesthetica, using the 'Digital Synaptic Neural Substrate' computational creativity method. It does not use endgame tablebases, artificial neural networks, machine learning or any kind of typical AI. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. The position below contains 18 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.


b3bb2/4Pnr1/1NBB4/1n4P1/4K1pk/Q7/2NN2p1/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.69 : Selangor, Malaysia
2018.7.12 3:21:28 PM
Solvability Estimate = Moderate

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. Okay, let me think for a minute if there's anything else to say here. Do share and try out some of the others too. Take some time to study the analysis and you might appreciate the puzzle a little more.

Main Line of the Solution (Skip to 0:35)

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