artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02690

Now, here we have a ‘KQRRBN vs kbbnn’ #5 chess puzzle created by a computer using the relatively new computational creativity approach called the ‘DSNS’. Chesthetica is able to generate mates in 3, mates in 4, mates in 5, study-like constructs and also compose problems using specific combinations of pieces fed into it (e.g. instructing it to compose something using a queen, rook and bishop vs. queen and two knights). Read more about it on ChessBase. The position below contains 11 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.


8/8/3nB1Q1/k1b5/1NbR3n/8/1R6/4K3 w – – 0 1
White to Play and Mate in 5
Chesthetica v11.20 (Selangor, Malaysia)
Generated on 16 Jun 2019 at 2:53:46 PM
Solvability Estimate = Moderate

What was the machine ‘thinking’ when it came up with this? Why not time yourself how long it took you to solve this? Collectively, these puzzles are intended to cater to players of all levels.

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

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