Computer-Generated Chess Problem 01944

in #chess5 years ago

Take a look at this 'KRBBBP vs kppppp' mate in 5 chess puzzle created by a computer program, Chesthetica, using the 'Digital Synaptic Neural Substrate' computational creativity method. It does not use endgame tablebases, artificial neural networks, machine learning or any kind of typical 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. Read more about it on ChessBase. Noteworthy here is that a chess position with over 7 pieces could not have been derived or taken from an endgame tablebase because 7 pieces is the present limit.


1B6/8/3p3R/1BkpB3/4p3/1pP2p2/8/6K1 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.63 : Selangor, Malaysia
2018.3.7 12:19:00 PM
Solvability Estimate = Easy

White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Try to solve this as quickly as you can. If you like it, please share with others. Collectively, these puzzles are intended to cater to players of all levels. If you're bored of standard chess, though, why not try this?

Solution (Skip to 0:35)

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