Computer-Generated Chess Problem 03621

in chess •  2 months ago 

Contemplate this 'KRRBBP vs kqrnn' mate in five chess construct composed autonomously by a computer using the DSNS computational creativity method. It does not use endgame tablebases, artificial neural networks, machine learning or any kind of typical AI. The chess board is a virtually limitless canvas for the expression of creative ideas (even by computer). Depending on the type and complexity of the problem desired, a single instance of Chesthetica running on a desktop computer can probably generate anywhere between one and ten problems per hour. The largest complete endgame tablebase in existence today is for seven pieces (Lomonosov) which contains over 500 trillion positions, most of which have not and never will be seen by human eyes. This problem with 11 pieces goes even beyond that.


8/5B2/3K4/2B2qn1/2r1k2n/7R/3R3P/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v12.50 (Selangor, Malaysia)
Generated on 20 Mar 2022 at 5:45:23 PM
Solvability Estimate = Easy

Even with the same version number, each copy of Chesthetica 'evolves' and may perform somewhat differently over time. White actually has less material than Black yet still wins. The white army is down by about three (Shannon) pawn units in value. Try to solve this as quickly as you can. If you like it, please share with others. As a whole, these problems are intended to cater to players of all skill levels. If you're wondering how complex some chess problems can get, read this.

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