Computer-Generated Chess Problem 03610

A new if not unique KQBBNPP vs kqrrn forced mate in five chess puzzle or problem (whichever you wish to call it) composed by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, neural networks or any kind of machine learning found in traditional AI. 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 position below contains 12 pieces.

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5K2/8/P2kP2n/3Nr1B1/q5r1/8/B5Q1/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v12.50 (Selangor, Malaysia)
Generated on 5 Mar 2022 at 5:46:23 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. What was the machine 'thinking' when it came up with this? Did you find this one interesting or have something else to say? Leave a comment below! Over time, the tactics you see in these puzzles will help you improve your game.

Solution

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