artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02610

Published online for the first time, consider this KRBNNP vs kqp mate in 5 chess puzzle or problem (whichever you wish to call it) composed by the program, Chesthetica, using the ‘DSNS’ computational creativity approach which does not use any kind of machine or deep learning. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. This position contains a total of 9 pieces. The largest endgame tablebase in existence today is for 7 pieces (containing over 500 trillion positions anyway) which means the problem could not have been taken from it regardless.

8/8/B3K3/2kN1p2/8/3P1NR1/8/q7 w – – 0 1
White to Play and Mate in 5
Chesthetica v11.14 (Selangor, Malaysia)
Generated on 19 Apr 2019 at 1:20:32 AM
Solvability Estimate = Moderate

Chess puzzles are ancient. Some are over a thousand years old but only in the 21st century have computers been able to compose original ones on their own like humans can. White is significantly ahead in material. Try to solve this as quickly as you can. If you like it, please share with your friends. Collectively, these puzzles are intended to cater to players of all levels.

A Similar Problem by Chesthetica: 01860

Main Line of the Solution (Skip to 0:35)

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