Computer-Generated Chess Problem 02247

An original 'KQRN vs kqp' mate in 5 chess problem generated autonomously by a computer 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. You can learn more about the DSNS here.


1K5R/8/8/3Q4/8/4k3/7p/1N3q2 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.74 : Selangor, Malaysia
2018.8.4 1:07:09 AM
Solvability Estimate = Easy

Chess puzzles are ancient. Some are over a thousand years old but only in the 21st century have computers been able to compose original ones on their own like humans can. White is over a rook's worth in material but the precise win in this position still needs to be found. Why not time yourself how long it took you to solve this? Over time, the tactics you see in these puzzles will help you improve your game. If you're bored of standard chess, though, why not try this?

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

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