Computer-Generated Chess Problem 02280

What we have here is a 'KQRBBNN vs krbn' #5 chess problem generated 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.


8/8/B3N1k1/BK2n3/1NR2Q2/8/4b3/5r2 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.74 : Selangor, Malaysia
2018.8.29 5:40:04 AM
Solvability Estimate = Moderate

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 has a decisive material advantage in this position but the winning sequence may not be immediately clear. Leave a comment below if you like. Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia.

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

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