Computer-Generated Chess Problem 02446

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Now, here we have a 'KQRBN vs knn' mate in 3 chess puzzle or problem (whichever you wish to call it) composed by a computer program, Chesthetica, using the approach known as the DSNS from the sub-field of AI, computational creativity. 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 position below contains 8 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.

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Q7/8/6N1/8/3n4/8/2B1k1KR/5n2 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.82 : Selangor, Malaysia
2018.12.24 2:54:24 AM
Solvability Estimate = Difficult

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Why not time yourself how long it took you to solve this? Collectively, these puzzles are intended to cater to players of all levels.

A Similar Chess Problem by Chesthetica: 02025

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

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