Computer-Generated Chess Problem 04102

in #chess11 months ago

Here is a 'KQRRBPP vs kqrrbb' five-move chess problem generated autonomously by a computer program, Chesthetica, using the 'digital synaptic neural substrate' (DSNS) computational creativity approach. It doesn't use endgame tablebases, deep learning or any kind of traditional artificial intelligence (AI). There is no known limit to the quantity or type of compositions that can be generated. Any chess position with this many pieces is very unlikely to have been obtained from known endgame databases. Chesthetica is therefore the real McCoy.

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8/4RB2/2K2k1P/1P4q1/2b3r1/1rbQR3/8/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v12.65 (Selangor, Malaysia)
Generated on 16 Jun 2023 at 10:10:00 PM
Solvability Estimate = Difficult

Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. White has two pawns for Black's bishop. Do you think you could have composed something better with these pieces? Share in the comments and let us know how long it took you. As a whole, these problems are intended to cater to players of all skill levels. If you're bored of standard chess, though, why not try this?

Solution

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