Computer-Generated Chess Problem 02512

Contemplate this 'KRRBBP vs knpp' mate in 5 chess construct composed autonomously by a computer 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. The chess board is a virtually limitless canvas for the expression of creative ideas (even by computer). 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.


5B1K/8/8/6R1/5P2/3k4/1p1p2B1/2n1R3 w - - 0 1
White to Play and Mate in 5
Chesthetica v11.02 (Selangor, Malaysia)
Generated on 14 Feb 2019 at 1:30:44 AM
Solvability Estimate = Difficult

Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Try to solve this as quickly as you can. If you like it, please share with others. As a whole, these problems are intended to cater to players of all skill levels.

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

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