Here is a 'KQRN vs krbp' three-move chess problem generated autonomously by the prototype computer program, Chesthetica, using the fairly new computational creativity approach known as the DSNS (Digital Synaptic Neural Substrate). There is also no proven limit to the quantity or type of legal compositions that can be automatically generated.
White to Play and Mate in 3
Chesthetica v12.56 (Selangor, Malaysia)
Generated on 15 Jun 2022 at 3:53:42 PM
Sometimes an earlier version of Chesthetica is credited for a more recent problem because that version was still running on that computer at the time. White is over a rook's worth in material but the precise win in this position still needs to be found. If this one is too easy or too difficult for you, try out some of the others. Feel free to copy the position into a chess engine and potentially discover even more variations. If you'd like to learn something interesting about computer chess problem composition, consider this.
Solution
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