Computer-Generated Chess Problem 02841

Now, here we have a 'KQN vs krrpp' #3 chess puzzle created by the prototype computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, neural networks or any kind of machine learning found in traditional AI. 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 endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not and never will be seen by human eyes. This problem with 8 pieces goes even beyond that and was therefore composed without any such help whatsoever.

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krr5/2p5/1pK5/1N4Q1/8/8/8/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.62 (Selangor, Malaysia)
Generated on 13 Feb 2020 at 4:57:43 PM
Solvability Estimate = Difficult

Most changes to Chesthetica that result in a slightly higher 'version number' are simply to improve the interface, by the way. The material value is about equal. Try to solve this as quickly as you can. If you like it, please share with others. Solving chess puzzles like this is probably good for your health as it keeps your brain active. Nobody wants something like early-onset Alzheimer's. If you're bored of standard chess, though, why not try this?

Solution

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