Computer-Generated Chess Problem 02790

in #chess6 years ago

Now, here we have a 'KQRBNN vs krbnpp' five-move chess problem generated by the prototype computer program, Chesthetica, using the Digital Synaptic Neural Substrate AI computational creativity method. 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 and never will be seen by human eyes. This problem with 12 pieces goes even beyond that and was therefore composed without any such help whatsoever.

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4R2b/N7/8/2rn4/B4pN1/2p4K/1k6/4Q3 w - - 0 1
White to Play and Mate in 5
Chesthetica v11.52 (Selangor, Malaysia)
Generated on 11 Nov 2019 at 12:58:01 AM
Solvability Estimate = Difficult

Most changes to Chesthetica that result in a slightly higher 'version number' are simply to improve the interface, by the way. Everything composed by Chesthetica is original. Do share and try out some of the others too. Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia.

Solution

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