Contemplate this 'KQRN vs krnnp' chess puzzle or problem (whichever you wish to call it) composed by a computer program, Chesthetica, 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.

White to Play and Mate in 3
Chesthetica v11.32 (Selangor, Malaysia)
Generated on 29 Aug 2019 at 12:00:43 PM
These chess puzzles are published in order based on the composition date and time stamp above. Due to the sheer volume of compositions generated, the latest ones may therefore only be published later on. Okay, let me think for a minute if there's anything else to say here. Do you think you could have composed something better with these pieces? Share in the comments and let us know how long it took you. Feel free to copy the position into a chess engine and discover even more variations of the solution.
Solution
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