Computer-Generated Chess Problem 03016

Contemplate this 'KBBNNP vs krrnp' mate in 3 chess problem generated by a computer 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). 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 been seen by human eyes. This problem with 11 pieces goes even beyond that and was therefore composed without any such help.

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1N1kr3/2nPpr2/6B1/3N4/3BK3/8/8/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.85 (Selangor, Malaysia)
Generated on 11 Aug 2020 at 9:11:44 PM
Solvability Estimate = Difficult

Even with the same version number, each copy of Chesthetica 'evolves' and performs somewhat differently over time. Looking at the position, it is somewhat cluttered. Try to solve this as quickly as you can. If you like it, please share with others. Over time, the tactics you see in these puzzles will help you improve your game. If you're bored of standard chess, though, why not try this?

Solution

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