Computer-Generated Chess Problem 03407

Published online for the first time, consider this KQRBNPP vs kqrrn chess problem generated autonomously by the program, Chesthetica, 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. There is no known limit to the quantity or type of compositions that can be generated. The largest (Lomonosov) tablebase today is for 7 pieces which contains over 500 trillion positions. With each additional piece, the number of possible positions increases exponentially. It is therefore impossible that this problem with 12 pieces could have been taken from such a database.

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8/5rP1/q5P1/7r/4Bk1n/1Q2R3/3K1N2/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v12.38 (Selangor, Malaysia)
Generated on 1 Aug 2021 at 9:17:41 PM
Solvability Estimate = Moderate

Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. White has two pawns and a bishop for Black's rook. If this one is too easy or too difficult for you, try out some of the others. Take some time to study the analysis and you might appreciate the puzzle a little more.

Solution

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