A newly published and original KBBNNP vs krbp chess problem generated by the prototype 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 AI. 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. to compose something using a rook, bishop, knight and three pawns vs. a queen and a rook). Read more about it on ChessBase. Any chess position over 7 pieces could not possibly have been derived from an endgame tablebase which today is limited to 7 pieces.
kr6/3B4/bP2N3/1p6/8/3N1K2/1B6/8 w – – 0 1
White to Play and Mate in 5
Chesthetica v10.82 : Selangor, Malaysia
2018.12.18 5:23:13 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. Okay, let me think for a minute if there’s anything else to say here. Do share and try out some of the others too. Take some time to study the analysis and you might appreciate the puzzle a little more.
A Similar Problem by Chesthetica: 02034
Main Line of the Solution (Skip to 0:35)