Computer-Generated Chess Problem 02819

Here is a 'KQRBNP vs krrbn' #3 chess problem generated autonomously by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, deep learning or any kind of traditional AI. The largest (Lomonosov) tablebase today is for 7 pieces which contains over 500 trillion positions. With each additional piece, the number of possible positions increases exponentially. It is therefore impossible that this problem with 11 pieces could have been taken from such a database.

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2B1K3/4n3/2N5/2rk4/2brRP2/8/8/6Q1 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.58 (Selangor, Malaysia)
Generated on 18 Dec 2019 at 8:38:31 PM
Solvability Estimate = Difficult

Get a glimpse into the 'mind' of a computer composer. Try to solve this as quickly as you can. If you like it, please share with others. 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. So do check out some of the other problems. You can probably find something more to your taste. If you're bored of standard chess, though, why not try this?

Solution

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