Computer-Generated Chess Problem 03852

An original 'KQBBP vs kqrnp' five-move 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. The DSNS does not use endgame tablebases, neural networks or any kind of machine learning found in traditional artificial intelligence (AI). It also has nothing to do with deep learning. This position contains a total of 10 pieces. The largest complete endgame tablebase in existence today is for seven pieces (containing over 500 trillion positions anyway) which means the problem could not have been taken from it regardless.

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8/5B2/7B/qn1P4/5Q2/3k3K/r1p5/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v12.60 (Selangor, Malaysia)
Generated on 8 Sep 2022 at 4:26:37 PM
Solvability Estimate = Difficult

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. White actually has less material than Black. The white army is down by about two (Shannon) pawn units in value. Try to solve this as quickly as you can. If you like it, please share with others. Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia. If you'd like to learn something interesting about computer chess problem composition, consider this.

Solution

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