Computer-Generated Chess Problem 02866

in #chess4 years ago

Contemplate this 'KQRBBN vs krbnnp' chess problem generated by 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 no known limit to the quantity or type of compositions that can be 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 12 pieces goes even beyond that and was therefore composed without any such help.

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8/8/3B3K/8/Q1b1B3/2n1p3/2N5/1R2nkr1 w - - 0 1
White to Play and Mate in 5
Chesthetica v11.64 (Selangor, Malaysia)
Generated on 13 Mar 2020 at 4:06:34 AM

Composing a chess puzzle or problem requires creativity and it's not easy even for most humans. White is over a rook's worth in material but the precise win in this position still needs to be found. Try to solve this puzzle. Do try some of the others in the series as well before you go. Collectively, these puzzles are intended to cater to players of all levels. Anyway, if standard chess isn't your thing, you might instead like SSCC.

Solution

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