Computer-Generated Chess Problem 02861

in #chess5 years ago

Contemplate this 'KQBN vs krnpp' mate in 5 chess puzzle or problem (whichever you wish to call it) composed by the prototype 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. Chesthetica is able to generate three-movers, four-moves, five-movers and study-like constructs and also compose problems using specific pieces types fed into it (e.g. to compose something using a rook, bishop, knight and three pawns vs. a queen and a rook). Read more about it on ChessBase. The largest (Lomonosov) tablebase today is for 7 pieces which contains over 500 trillion positions. With each additional piece, the number of possible positions increases exponentially. It is therefore impossible that this problem with 9 pieces could have been taken from such a database.

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4n3/3K1k2/p2p4/r6N/8/2Q2B2/8/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v11.62 (Selangor, Malaysia)
Generated on 9 Mar 2020 at 3:47:03 AM
Solvability Estimate = Difficult

Even with the same version number, each copy of Chesthetica 'evolves' and performs somewhat differently over time. White is significantly ahead in material. 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.

Solution

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