First published at 20:10 UTC on January 14th, 2024.
A 'KRBNP vs kbp' forced mate in five chess problem generated by a computer using the approach known as the DSNS from the sub-field of AI, computational creativity. The program can compose problems that may otherwise take decades, centuries…
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A 'KRBNP vs kbp' forced mate in five chess problem generated by a computer using the approach known as the DSNS from the sub-field of AI, computational creativity. The program can compose problems that may otherwise take decades, centuries or even longer for human composers to think of, or to arise in a real game. Any chess position over seven pieces would likely not have been derived from an endgame tablebase which today is limited to seven pieces. Work has only recently begun on one for eight pieces.
8/2R5/8/8/B4p2/5P2/3k4/2N1bK2 w - - 0 1
White to Play and Mate in 5
Chesthetica v12.65 (Selangor, Malaysia)
Generated on 13 Aug 2023 at 11:33:59 PM
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. White is over a rook's worth in material but the precise win in this position still needs to be found. Why not time yourself how long it took you to solve this? Some of these problems may be trivial for you, especially if you're a club or master player, but bear in mind that chess lovers can be found at all levels of play. Therefore, do consider some of the other problems available. You can probably find something more to your taste.
Full analysis: http://www.chesthetica.com/analysis/04147.txt
Related Books: http://amazon.com/author/azlan_iqbal
Artwork licensed under Creative Commons (CC0).
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