Computer-Generated Chess Problem 03500

Published online for the first time, consider this KQRR vs kqrrpp mate in 5 chess problem generated autonomously by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, deep learning or any kind of traditional AI. You can learn more about the DSNS here. The position below contains 10 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.

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R3r3/8/1k3p1q/rp1K4/8/4R2Q/8/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v12.43 (Selangor, Malaysia)
Generated on 28 Oct 2021 at 2:46:43 AM
Solvability Estimate = Moderate

Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. White actually has less material than Black. The white army is down by about two (Shannon) pawn units in value. Leave a comment below if you like. Feel free to copy the position into a chess engine and discover even more variations of the solution. If you're wondering how complex some chess problems can get, read this.

Solution

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