Inspect a game move by move
Prepared studies are precomputed reports bundled with this site; they work without the live server.
One original game, three prepared reports. Test-split player-game, 1800-2199 band, >= 28 eligible decisions, baseline z(top-1) closest to the group median. Not selected on model output. The two substitution reports analyze counterfactual engine moves at some of the analyzed player's decisions, each evaluated in the original position; the game record and all later positions stay those of the original game. They are not replayed games.
AIF stores the chess game together with detailed engine analysis for each position.
About the AIF exportHide about the aif export
- Format
- Analysis Interchange Format (AIF), the input format of Regan's IR analyzer
- Contents
- PGN-compatible game · engine ID/settings · per move: FEN, legal moves, engine evaluations, depth, MultiPV lines, principal variation
- Our data
- MultiPV 5 at one fixed depth (12); shallower depth columns are “n.a.”; node counts not recorded (“n.a.”)
- Compatibility
- Not tested with Regan's current analyzer. Internal storage is JSON/Parquet, not AIF.
- PlayedBxc4
- Stockfish #1Nc6
- Maia-3 most probable moveBe7
9… Bxc4
Stockfish rates this move as a mistake and Maia-3 assigns it a moderate predicted probability (25.7%) for a 1950-rated player in a straightforward position.
Technical detailsHide technical details
- Rank of move
- 6+ (outside the 5 analyzed lines)
- Centipawn loss
- 105.0 cp
- Evaluation before move
- +1.14
- Best − second-best gap
- 45 cp
- Near-optimal alternatives
- 1 within 25 cp
- Search
- depth 12, MultiPV 5
- Display rule
- Excellent ≤ 10 cp or rank #1; Good ≤ 50; Inaccurate ≤ 100; Mistake ≤ 300
| 1 | Nc6 | +1.14 | |
| 2 | h6 | +0.69 | |
| 3 | Be7 | +0.65 | |
| 4 | a6 | +0.65 | |
| 5 | Qf6 | +0.58 |
- Predicted probability
- 0.2571
- Maia rank
- #2 of 38 legal moves
- Surprisal
- −ln(0.2571) = 1.36 nats
- Expected surprisal (entropy)
- 1.86 nats
- Elo conditioning
- player 1956 · opponent 1945
- Display rule
- High ≥ 30%; Low < 10%
- Be732.0%
- Bxc425.7%played
- Nc617.9%
- Bc57.0%
- Bd65.1%
- Expected: P(top-1 match)
- 47.3%
- Observed
- no top-1 match (0)
- Deviation for this move
- −0.47
- Position difficulty
- 0.554 (hard ≥ 0.732)
- z-score
- computed per game over all decisions, not per move
- Rolling engine agreement (8)
- 0%
- Rolling move loss (8)
- 105.0 cp
- Rolling surprisal (8)
- 1.36 nats
- Window expected agreement
- 47% over 1 decisions
- “Unusual” rule
- observed − expected ≥ 0.25 over ≥ 4 decisions
Resemblance of this single move to a synthetic substitution: 0.000. Contributions in log-odds. This is a separate model trained on individual decisions; it is not a decomposition of the game-level score.
- Stockfish rank of the movevalue 6−4.26
- centipawn loss of the movevalue 105−4.18
- best-vs-second-best gapvalue 45−0.08
- Maia-3 predicted probability of the engine-best movevalue 0.179−0.08
- position difficultyvalue 0.554−0.07
- human surprisalvalue 1.358−0.06
- Maia-3 predicted probabilityvalue 0.257+0.01
- player ratingvalue 1956+0.01
The game at a glance
Overall assessment
Why is the estimate above 0%? The regressor has estimation error and cannot go below zero, so original games receive a positive estimate on average (8.2% across original test player-games). The estimate also reflects resemblance to the synthetic benchmark, not detected assistance.
All model scoresHide all model scores
| Model | Score | Above original val. games | Synthetic-equiv. estimate | |
|---|---|---|---|---|
A0Baseline z(top-1) only | z = +0.20 | 56.7% | — | |
AStatistical baseline | 0.412 | 64.2% | 11.4% | |
BStockfish-XGB | 0.351 | 55.7% | 8.1% | |
CStockfish+Maia-XGB | 0.244 | 48.8% | 6.0% | |
DStockfish+Maia+Sequence-XGB | 0.223 | 47.3% | 5.7% |
Scores (0–1) measure similarity to controlled synthetic assistance; they are not probabilities of cheating. A0 is a z-statistic. “Above original val. games” is the share of original (presumed-human) validation player-games with a lower score. The synthetic-equivalent estimate is the regressor's estimate of the fraction of eligible decisions that would have to be engine-substituted to produce a comparable pattern.
Compared with expectation
- Agreement with the engine's first choiceProvenance: MoveLens — Our approximation. Our simplified, empirical implementation inspired by a Regan concept. It does not reproduce his model or calibration.expected 37% · observed 39% · 36 movesWithin the normal rangez = +0.20
- Agreement with an engine-best move (ties count)Provenance: MoveLens — Our approximation. Our simplified, empirical implementation inspired by a Regan concept. It does not reproduce his model or calibration.expected 41% · observed 58% · 36 movesWithin the normal rangez = +1.90
- Agreement with the engine's top threeProvenance: MoveLens — Our augmentation. Added by MoveLens. Not part of Regan's documented framework.expected 63% · observed 69% · 36 movesWithin the normal rangez = +0.69
- Average move errorProvenance: MoveLens — Our augmentation. Added by MoveLens. Not part of Regan's documented framework.expected 39 cp · observed 8 cp · 36 movesWithin the normal rangez = +1.90
- Hard-position performanceProvenance: MoveLens — Our approximation. Our simplified, empirical implementation inspired by a Regan concept. It does not reproduce his model or calibration.expected 23% · observed 33% · 15 movesWithin the normal rangez = +0.94
- Ordinary-position performanceProvenance: MoveLens — Our approximation. Our simplified, empirical implementation inspired by a Regan concept. It does not reproduce his model or calibration.expected 75% · observed 75% · 8 movesWithin the normal rangez = +0.01
- Human-typicality of the movesProvenance: MoveLens — Our augmentation. Added by MoveLens. Not part of Regan's documented framework.expected 1.07 · observed 1.06 · 36 movesWithin the normal rangez = −0.05
“Expected” is what players of this rating achieve in positions of this difficulty, learned from original training games. Results beyond about two standard deviations (|z| ≥ 2) are uncommon for genuine human play — but one game is a small sample.
Technical detailsHide technical details
- Formula
- z = (observed − projected) / √(κ · Σ pᵢ(1 − pᵢ)); for move loss Var = Σ σᵢ² and the sign is flipped
- Projection
- Elo band × difficulty decile table fitted on original training-split decisions
- κ (variance inflation)
- t1 1.289 · t3 1.324 · loss 1.864 · t1_hard 1.082 · maia 1.503 · ev 1.463
- κ estimated on
- original validation player-games (so that their z has unit variance)
- Provenance
- Regan-inspired approximation; the projected-vs-actual z-test concept is Regan's, this implementation is ours
| Metric | n | Projected | Observed | z | |
|---|---|---|---|---|---|
Top-1 engine match fraction of eligible decisions matching the first-listed Stockfish move (cf. Regan's T1-match) | 36 | 37.2% | 38.9% | +0.20 | |
Equal-value engine match move's value equals the best line's value at depth 12, ties included (cf. Regan's EV-match) | 36 | 41.2% | 58.3% | +1.90 | |
Top-3 engine match fraction matching one of Stockfish's top 3 lines (ChessAssistLens statistic) | 36 | 63.4% | 69.4% | +0.69 | |
Mean move loss unscaled centipawn loss capped at 300 - NOT Regan's scaled ASD; positive z = less loss than projected | 36 | 39.0 cp | 8.3 cp | +1.90 | |
Top-1 match, hard positions difficulty in top tercile of training positions | 15 | 22.8% | 33.3% | +0.94 | |
Top-1 match, ordinary positions difficulty in bottom tercile of training positions | 8 | 74.9% | 75.0% | +0.01 | |
Human surprisal (Maia-3) expected = Maia entropy; positive z = less human-typical than projected (ChessAssistLens addition) | 36 | 1.07 | 1.06 | −0.05 |
Why the models score it this way
Across 36 eligible decisions, the player matched Stockfish's first choice 39% of the time against a projected 37% for this rating and these positions (z = +0.20). In the 15 hardest positions, top-1 agreement was 33% versus 23% projected (z = +0.94). Maia-3 found the chosen moves less surprising than its own expectation for this rating (1.06 vs 1.07 nats per move, z = -0.05). Model scores (similarity to controlled synthetic assistance, not a probability of cheating): baseline 0.41, human-aware 0.24, sequence-aware 0.22. The synthetic-equivalent assistance estimate is 6% of eligible decisions. Largest contributions toward the assisted pattern: share of near-optimal moves (<= 25 cp) (0.889). Largest contributions toward the human pattern: engine-best choices where the likely human move differs (0.105); mean human surprisal (Maia-3) (1.06).
Text is generated deterministically from the structured model outputs above; it does not create or modify scores.
Game-level SHAP contributionsHide game-level shap contributions
Contributions in log-odds of the full game-level model (D) relative to its base value; the largest twelve features by magnitude. These decompose the game-level score. The per-move SHAP values in the inspector come from a separate decision-level model and do not add up to this score.
- engine-best choices where Maia-3's most probable move differsvalue 0.105−0.63
- mean human surprisal (Maia-3)value 1.056−0.17
- share of moves with Maia-3 predicted probability < 5%value 0.083−0.09
- top-1 match in hard positions relative to projection (z)value 0.942−0.09
- share of near-optimal moves (<= 25 cp)value 0.889+0.06
- human-model surprisal relative to projection (z)value −0.052−0.06
- top-1 engine match relative to projection (z)value 0.203−0.05
- top-1 engine match ratevalue 0.389−0.03
- top-3 engine match relative to projection (z)value 0.693+0.03
- count of engine-best, hard, low-Maia-probability movesvalue 1+0.03
- correlation of difficulty with engine agreementvalue −0.496−0.03
- rate of engine-best, hard, low-Maia-probability movesvalue 0.028−0.03