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ChessTing combines public game data, statistics from real games, and browser Stockfish, then turns that evidence into plain-English chess explanations, practical opponent preparation, and targeted training actions. ChessTing is designed to tell a player what happened, why it mattered, and what to do next — not simply show an evaluation number, graph, or engine line.
ChessTing is intentionally built as an explanation layer on top of chess evidence. Raw engine output is useful to advanced players, but a number such as -2.4does not by itself teach a player what went wrong. ChessTing converts the underlying evidence into readable chess language and connects it to a practical next action.
In Game Review, ChessTing does more than label a move as a mistake or blunder. Where the position supports it, the explanation system can identify and communicate the actual chess mechanism behind the error: for example a missed mate, fork, pin, line tactic, bad capture, loose piece, opening slip, king-safety problem, or endgame mistake. The explanation can connect the move played, the stronger move, the relevant piece or square, the evaluation cost, the tactical or positional reason, and the lesson the player should take from the position.
Review therefore aims to answer questions a chess player actually has after a game:
ChessTing also supports different explanation depths — Beginner, Intermediate, Club, and Pro — so the same underlying chess evidence can be presented with less jargon for a developing player or with more technical detail for a stronger player.
The same philosophy applies to Scout. ChessTing does not stop at opening percentages, win-rate charts, or a list of PGNs. It interprets repeated game patterns and turns them into practical scouting language: how an opponent tends to play, which tendencies have enough evidence to trust, what may be exploitable, how to approach the opening, what to remember before the game, and what kind of positions or habits are worth practising against.
This is what powers features such as the Scouting Report, Victory Plan,10-minute prep plan, pre-game checklist, opening preparation, strengths and weaknesses, style/archetype explanations, composure observations, and opponent-specific practice.
ChessTing's explanation layer is connected to the rest of the product. A repeated weakness can become a training priority; an important mistake can become a retry position; a tactical pattern can route into a relevant drill; an opening problem can route into study or preparation; and a reviewed game can produce a training prescription. The goal is a loop of evidence → explanation → action → practice rather than a static analysis page.
| Underlying evidence | What ChessTing adds |
|---|---|
| Stockfish evaluation and best line | Plain-English explanation of the important move, alternative, mechanism, and lesson where supported |
| Tactical board geometry | Recognisable concepts such as forks, pins, loose pieces, missed mates, bad captures, and line tactics |
| Repeated opening choices | Opponent-specific opening tendencies and practical preparation context |
| Game-result and timing patterns | Readable strengths, weaknesses, style, time-use, and composure observations with evidence thresholds |
| Repeated review mistakes | Training priorities, retry positions, drills, lessons, and saved prescriptions |
| Scout evidence | Victory Plans, checklists, quick-prep advice, and opponent-specific practice rather than raw percentages alone |
The phrase plain-English chess coach describes how ChessTing communicates chess analysis. It does not mean ChessTing is powered by ChatGPT, Gemini, Claude, or another large language model.
ChessTing does not currently use an LLM or generative-AI model to write its scouting reports, game-review explanations, Victory Plans, prep advice, or training prescriptions. Those outputs are produced by programmed chess-analysis systems: Stockfish where engine analysis is required, statistical analysis of real games, deterministic chess rules and heuristics, tactical/positional classification logic, evidence thresholds, and programmed mappings from detected chess patterns to human-readable explanations and actions.
In other words: ChessTing explains chess in English, but it is not an AI chatbot.
| Metric | Trust level |
|---|---|
| Listed rating | Ground truth — copied from Chess.com / Lichess |
| Performance rating | Sample-dependent — unavailable below 3 eligible rated games |
| Scout counts (openings, results) | Direct from PGNs; percentage stability depends on the denominator |
| Move quality (Stockfish scan) | Medium — useful trend, not a second official Elo |
| Game review / precision | Medium — depth 12 in-browser; close to Chess.com spirit, not identical |
| Plain-English coaching & Victory Plans | Evidence-based heuristic interpretation — readable chess explanations and practical advice, not engine proofs or LLM-generated prose |
ChessTing has four modes. This matters for privacy and for what you should expect from each feature:
| Mode | Where it runs | What we store |
|---|---|---|
| Free browser scout / review | Your browser (Stockfish WASM + public API fetch) | Nothing permanent on our servers unless you sign in and save |
| Signed-in saved reports | Browser analysis; metadata synced to our database | Report metadata, usage counters, watchlist entries you save |
| Pro server cache | Scout may reuse cached snapshots on our servers | Analysis snapshots for faster repeat scouts (Pro tiers) |
| Coach workspace | Browser + cloud sync for coach accounts | Student reports, homework, assignments, and coach notes you save |
Full detail: Privacy Policy and Cookie Policy.
The number on the player's Chess.com or Lichess profile for their strongest active pool. This is not calculated by ChessTing — we display what the platform reports.
Tournament-style performance over games in the selected period:
points = wins + 0.5 × draws smoothed_score = (points + 0.5) / (rated_games + 1) performance = avg_opponent_rating + 400 × log10(smoothed_score / (1 − smoothed_score))
Requires at least 3 rated games with opponent ratings and known results. Draws count as half a point; a half-game prior prevents infinite numbers after a perfect or zero score. Heavily skewed samples are flagged, and a diversified rating is shown only when at least 3 eligible games remain after removing the dominant opponent.
Uses listed rating when performance lacks three eligible games. Once performance is available, the card explains whether listed and sampled results agree. If one opponent dominates, we lean onlisted and never claim to have a diversified estimate when too few games remain.
Not a replacement for your Chess.com rating. It answers: “In this sample, did the moves look cleaner or sloppier than typical for this listed rating?”
expected_cp = benchmark(listed_rating) adjustment = (expected_cp − avg_cp_loss) × 7.5 move_quality = listed + clamp(adjustment, −280, +350)
| Listed rating | Typical avg cp lost / move |
|---|---|
| 2400 | ~22 cp |
| 2000 | ~35 cp |
| 1600 | ~50 cp |
| 1200 | ~68 cp |
| 1000 | ~82 cp |
| 800 | ~98 cp |
| 600 | ~118 cp |
| 400 | ~145 cp |
Display-only shortcut: accuracy ≈ max(0, 100 − avg_cp_loss / 6). This is not Chess.com's accuracy formula.
Opening = moves 1–12, middlegame = 13–35, endgame = 36+. Same anchor formula applied to each phase's average cp loss.
Every position is evaluated once at depth 12. ChessTing then uses the engine result together with the actual board position and its programmed chess-analysis logic to classify the move and, for important moments, explain the reason in plain English rather than stopping at the numeric evaluation.
| Label | Typical cp loss |
|---|---|
| Brilliant | ≤ −220 (and ply ≥ 8) |
| Great | ≤ −70 |
| Best | Engine's top move or ≤ 12 |
| Excellent | ≤ 35 |
| Good | ≤ 55 (or book in first 14 plies) |
| Inaccuracy | ≥ 80 |
| Mistake | ≥ 150 |
| Blunder | ≥ 300 |
Weighted average by severity (best = 100, blunder = 8, etc.), then averaged per player. Useful for comparing sides in one game — not 1:1 with Chess.com accuracy.
The classification tells you how costly a move was; the explanation layer attempts to tell youwhy. It can use the played move, best move, affected piece or square, board geometry, engine swing, and recognised chess mechanism to create a readable lesson. Important mistakes can then be retried on the board or routed into a related training prescription.
Opening book (first 8 plies) is skipped for blunder mining to avoid theory noise.
Most of the scouting dashboard — openings, post-loss patterns, archetypes, style, and Victory Plans — is statistical and deterministic. These features do not depend on Stockfish unless the user runs an explicit engine scan, and they are not generated by an LLM.
ChessTing's job is not merely to display those statistics. The Scout explanation layer converts supported patterns into readable chess conclusions and practical preparation: what the opponent repeatedly does, why a pattern matters, how reliable the signal is, what the player may want to prepare, and which action should come next. Coach phrases are evidence-based hypotheses to verify over the board, not guarantees.
Scout-score dimensions are pulled toward a neutral 50 until 20 games are available. This prevents two wins, zero timeouts, or no losses from becoming a 90+ strength/composure claim. The raw opening, result, colour, and move counts remain visible.
| Chess.com | ChessTing |
|---|---|
| Cloud engine, higher depth | Browser Stockfish, depth 12 (move quality & review) |
| Proprietary accuracy % | Rough accuracy from avg cp loss + severity precision |
| Single game review | Plain-English PGN review + retry/training loop + multi-game opponent scouting |
| Official rating | We show theirs; move quality is anchored adjustment only |
Expect 10–25 percentage-point gaps on accuracy vs Chess.com for the same game — normal, not a bug.
Note the username, period, and which card looked wrong — we tune formulas from real reports. support@chessting.com