Computer-Generated Chess Problem 02646

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A new if not unique KQNNP vs kbn mate in 3 chess puzzle or problem (whichever you wish to call it) composed 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 (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 8 pieces could have been taken from such a database.

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8/1N6/8/n7/1k5K/b7/QP6/2N5 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.16 (Selangor, Malaysia)
Generated on 5 May 2019 at 4:38:30 AM
Solvability Estimate = Difficult

White has a decisive material advantage in this position but the winning sequence may not be immediately clear. 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.

Main Line of the Solution (Skip to 0:35)

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Computer-Generated Chess Problem 02646 | Ecency