Computer-Generated Chess Problem 02709

in #puzzle6 years ago

This is an original 'KQRBP vs kbpp' mate in 5 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. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. The largest endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not been seen by human eyes. This problem with 9 pieces goes even beyond that and was therefore composed without any such help.

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8/8/4P3/8/3pk3/1b2B3/3KQp1R/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v11.32 (Selangor, Malaysia)
Generated on 26 Jul 2019 at 3:57:17 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. Chesthetica composes everything autonomously (no human intervention) and even chooses the main line of the solution to show you. Try to solve this as quickly as you can. If you like it, please share with your friends. Solving chess puzzles like this is probably good for your health as it keeps your brain active. Nobody wants something like early-onset Alzheimer's.

Main Line of the Solution

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