Computer-Generated Chess Problem 03349

Here is a new 'KQRB vs kqrbnp' mate in 5 chess problem generated 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. The largest endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not and never will be seen by human eyes. This problem with 10 pieces goes even beyond that and was therefore composed without any such help whatsoever.

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8/8/Q2B4/4qb2/4pr2/4nk2/7R/4K3 w - - 0 1
White to Play and Mate in 5
Chesthetica v12.30 (Selangor, Malaysia)
Generated on 8 Jun 2021 at 2:13:50 PM
Solvability Estimate = Moderate

If you notice an earlier version of Chesthetica listed with a newer problem, that simply means an earlier version may have been running on a different computer or OS user account. White actually has less material than Black. The white army is down by about four (Shannon) pawn units in value. Looking at the position, it is somewhat cluttered. Try to solve this as quickly as you can. If you like it, please share with others. Over time, the tactics you see in these puzzles will help you improve your game. Anyway, if standard chess isn't your thing, you might instead like SSCC.

Solution

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