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Computer-Generated Chess Problem 02725

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Published: 10 Apr 2020 › Updated: 10 Apr 2020Computer-Generated Chess Problem 02725

Computer-Generated Chess Problem 02725

What we have here is a 'KQRBNPP vs kqrbbn' 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. 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.

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8/1qbb4/rk6/8/2n1PR1Q/1N6/PB2K3/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v11.32 (Selangor, Malaysia)
Generated on 14 Aug 2019 at 11:33:10 PM
Solvability Estimate = Moderate

White actually has less material than Black. The white army is down by about 1 (Shannon) pawn units in value. Do share and try out some of the others too. Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia.

Solution

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