First published at 10:38 UTC on November 29th, 2019.
Here is a 'KQBNP vs krppppp' five-move chess problem generated by a computer program, Chesthetica, using the 'Digital Synaptic Neural Substrate' computational creativity method. It does not use endgame tablebases, artificial neural...
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Here is a 'KQBNP vs krppppp' five-move chess problem generated 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. The chess board is a virtually limitless canvas for the expression of creative ideas (even by computer). There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. Any chess position over 7 pieces could not possibly have been derived from an endgame tablebase which today is limited to 7 pieces.
6r1/8/K2p1pN1/B2p4/6k1/8/2p1pQP1/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.82 : Selangor, Malaysia
2018.12.30 10:33:51 AM
White is over a rook's worth in material but the precise win in this position still needs to be found. Did you find this one interesting or have something else to say? Leave a comment below! Solving chess puzzles like this can also help improve your game.
Related Books: http://amazon.com/author/azlan_iqbal
Artwork licensed under Creative Commons (CC0).
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