I am working on my basic endgames and I am aware that knowing the Knight and Bishop Mate is unlikely to come up anytime soon, but I still want to know this better.
Once we reach a position like the one immediately below this paragraph, I know what to do to win (with common variations omitted):
[Title "SetUp 1"]
[FEN "7k/8/5K2/4N3/2B5/8/8/8 w - - 0 1"]
1. Ng6+ Kh7 2. Be6 Kh6 3. Bg8 Kh5 4. Ne5 Kh4 5. Kf5 Kg3 6. Ng4 Kf3 7. Bc4 Kg2 8. Bb5 Kg3 9. Bc6 Kh4 10. Kf4 Kh5 11. Be8+ Kh4 12. Bf7 Kh3 13. Ne3 Kh4 14. Ng2+ Kh3 15. Kf3 Kh2 16. Be6 Kg1 17. Ne3 Kh2 18. Kf2 Kh1 19. Bf5 Kh2 20. Nf1+ Kh1 21. Be4# 1-0
However:
What I am struggling with is how to go from some arbitrary position to something like the setup above. It seems like most books/articles/lessons just take it as a given that you can get the king stuck in the "bad" corner. So, as nice as it is to practice from that position or standard starting positions, no one has explained a technique to go from some arbitrary board position to that checkmating pattern.
From an actual game (where I admitted sacked pieces because I wanted to actually get a knight-bishop mate on the board for style), black to move:
[Title "From an actual game"]
[fen "8/8/8/7K/3n4/5k2/8/6b1 w - - 0 1"]
Or this, just to be obnoxious:
[Title "Obnoxious case"]
[fen "B6N/8/8/4k3/8/8/8/7K w - - 1 0"]
And yes, I know that we can analyze and come up with The Answer™ to checkmate most efficiently, but what I need is a replicable technique I can use in an arbitrary position with this material (especially in time trouble) like I have for queen, rook, and two bishops.