Computer-Generated Chess Problem 03544

This is an original 'KQRNNP vs kbnn' three-move chess problem generated by a computer using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. The DSNS does not use endgame tablebases, neural networks or any kind of machine learning found in traditional artificial intelligence (AI). It also has nothing to do with deep learning. Noteworthy here is that a chess position with over 7 pieces could not have been derived or taken from an endgame tablebase because 7 pieces is the present limit.

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7K/7n/1N4b1/2N2k2/4R2P/3n4/1Q6/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v12.45 (Selangor, Malaysia)
Generated on 15 Dec 2021 at 8:10:59 PM
Solvability Estimate = Difficult

Chesthetica, especially if running on multiple computers or operating system user accounts, is capable of generating far too many compositions than can be published in a timely fashion here. The newer ones will therefore only be published some time later. This is why the composition or generation date above does not match today's date. What was the machine 'thinking' when it came up with this? Leave a comment below if you like. 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.

Solution

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