The AI, measured
One opponent per game. Strength numbers come from tests or counted matches; an unmeasured level is in training.
Watch the AI learn
Human win rate vs Marlow, by week
v2 trained on self-play and has not used human matches yet, then beat v1 0.61 over 400 games (likely range 0.56 to 0.66). 369 finished matches since v2 shipped; 282 are eligible for the next training run (the player allowed training and no check flagged it). Eligible is not the same as used: a run picks from the eligible ones.
- v2, champion Oct 22challenger vs champion. No human matches used.
- v1 Oct 22adjacent levels. No human matches used.
What is site Elo?
Site Elo is a strength number we measure by playing the levels against each other. Easy is pinned at 1000 and every other level is placed from its results against the one below. A gap of 200 points means the stronger side is expected to win about three games in four (76 in 100, counting a draw as half). It is not a FIDE or chess.com rating, so it says nothing about how you would score against people.
- ChessVersion v1Humans win vs Hard, 7 days60%no earlier version to compareall fourNot yetnone yet
- Four in a RowVersion v2Humans win vs Hard, 7 days15%no earlier version to compareall fourTrains on site matchesv2, promoted
- Heads-Up Hold'emVersion v1Humans win vs Hard, 7 days100%no earlier version to compareall fourNot yetnone yet
- Word DuelVersion v1Humans win vs Hard, 7 days13%no earlier version to compareall fourNot yetnone yet
- TinderboxVersion v1Humans win vs Hard, 7 daysno matches yetall fourNot yetnone yet
- ColdstoreVersion v1Humans win vs Hard, 7 days50%no earlier version to compareall fourNot yetnone yet
- StormglassVersion v1Humans win vs Hard, 7 days50%no earlier version to compareall fourScriptednone yet
- CrosscurrentVersion v1Humans win vs Hard, 7 daysno matches yetall fourScriptednone yet
- Twelve YardsVersion v1Humans win vs Hard, 7 days29%no earlier version to compareall fourScriptednone yet
Four in a Row agent
Filtered human matches may be used to train this agent. No promoted version has learned from them yet.
Humans win vs Hard, last 7 days
15%
8 of 52 counted matches
Current version
v2
promoted Oct 22
Matches vs humans
368
369 passed the filters
Champion strength
1931
site Elo, measured
Human win rate by level
weekly, last eight weeks, counted matches only
Not enough weekly results to chart yet.
| Level | Measured | Site Elo |
|---|---|---|
| Easy | 93.5% (86.9% to 96.9%, 100 games)score vs random legal moves | 1000 |
| Medium | 91.0% (83.8% to 95.2%, 100 games)score vs easy | 1402 |
| Hard | 75.0% (65.7% to 82.5%, 100 games)score vs medium | 1593 |
| Champion | 87.5% (79.6% to 92.6%, 100 games)score vs hard | 1931 |
Head to head
stronger level's score against the level below, with its confidence interval
- Medium vs Easy91.0%stronger wins, 100 games83.8% to 95.2%
- Hard vs Medium75.0%stronger wins, 100 games65.7% to 82.5%
- Champion vs Hard87.5%stronger wins, 100 games79.6% to 92.6%
Version history
- v2All levels measured. From v1. Self-play only. Oct 22
- v1Earlier version. First version. Self-play only. Oct 22
Human matches, Four in a Row
where they go
- Played417
- Finished403
- Passed every filter369
- Allowed for training282
- Used for training0
Nothing is used for training yet. 87 opted-out matches never leave the database.
- 14 resigned
- 1 the opponent's moves could not be checked on the server (agent action at tick 17 is 3, the seeded agent plays 4; this level's search is time-capped, so a difference is not proof)
- 1 the opponent's moves could not be checked on the server (agent action at tick 17 is 3, the seeded agent plays 2; this level's search is time-capped, so a difference is not proof)
- 1 the opponent's moves could not be checked on the server (agent action at tick 9 is 5, the seeded agent plays 2; this level's search is time-capped, so a difference is not proof)
- 1 the opponent's moves could not be checked on the server (agent action at tick 7 is 2, the seeded agent plays 3; this level's search is time-capped, so a difference is not proof)
- 2 the opponent's moves could not be checked on the server (agent action at tick 13 is 5, the seeded agent plays 3; this level's search is time-capped, so a difference is not proof)
- 1 the opponent's moves could not be checked on the server (agent action at tick 17 is 5, the seeded agent plays 6; this level's search is time-capped, so a difference is not proof)
- 2 the opponent's moves could not be checked on the server (agent action at tick 11 is 3, the seeded agent plays 2; this level's search is time-capped, so a difference is not proof)
- 1 the opponent's moves could not be checked on the server (agent action at tick 13 is 5, the seeded agent plays 2; this level's search is time-capped, so a difference is not proof)
- 1 the opponent's moves could not be checked on the server (agent action at tick 5 is 4, the seeded agent plays 1; this level's search is time-capped, so a difference is not proof)
- 1 the opponent's moves could not be checked on the server (agent action at tick 7 is 1, the seeded agent plays 5; this level's search is time-capped, so a difference is not proof)
- 1 the opponent's moves could not be checked on the server (agent action at tick 19 is 4, the seeded agent plays 3; this level's search is time-capped, so a difference is not proof)
- 1 the opponent's moves could not be checked on the server (agent action at tick 7 is 4, the seeded agent plays 2; this level's search is time-capped, so a difference is not proof)
- 3 the opponent's moves could not be checked on the server (agent action at tick 13 is 4, the seeded agent plays 5; this level's search is time-capped, so a difference is not proof)
- 1 the opponent's moves could not be checked on the server (agent action at tick 11 is 3, the seeded agent plays 4; this level's search is time-capped, so a difference is not proof)
- 1 the opponent's moves could not be checked on the server (agent action at tick 11 is 1, the seeded agent plays 2; this level's search is time-capped, so a difference is not proof)
- 1 the opponent's moves could not be checked on the server (agent action at tick 9 is 2, the seeded agent plays 1; this level's search is time-capped, so a difference is not proof)
- 1 the opponent's moves could not be checked on the server (agent action at tick 5 is 6, the seeded agent plays 5; this level's search is time-capped, so a difference is not proof)
- 1 the opponent's moves could not be checked on the server (agent action at tick 13 is 1, the seeded agent plays 4; this level's search is time-capped, so a difference is not proof)
- 1 the opponent's moves could not be checked on the server (agent action at tick 5 is 2, the seeded agent plays 1; this level's search is time-capped, so a difference is not proof)
- 1 the opponent's moves could not be checked on the server (agent action at tick 19 is 3, the seeded agent plays 5; this level's search is time-capped, so a difference is not proof)
- 1 the opponent's moves could not be checked on the server (agent action at tick 11 is 3, the seeded agent plays 1; this level's search is time-capped, so a difference is not proof)
- 2 the opponent's moves could not be checked on the server (agent action at tick 15 is 2, the seeded agent plays 4; this level's search is time-capped, so a difference is not proof)
- 1 the opponent's moves could not be checked on the server (agent action at tick 19 is 5, the seeded agent plays 4; this level's search is time-capped, so a difference is not proof)
- 1 the opponent's moves could not be checked on the server (agent action at tick 11 is 4, the seeded agent plays 0; this level's search is time-capped, so a difference is not proof)
- 1 the opponent's moves could not be checked on the server (agent action at tick 11 is 2, the seeded agent plays 3; this level's search is time-capped, so a difference is not proof)
- 1 the opponent's moves could not be checked on the server (agent action at tick 13 is 3, the seeded agent plays 2; this level's search is time-capped, so a difference is not proof)
- 1 the opponent's moves could not be checked on the server (agent action at tick 17 is 5, the seeded agent plays 2; this level's search is time-capped, so a difference is not proof)
- 1 the opponent's moves could not be checked on the server (agent action at tick 17 is 0, the seeded agent plays 3; this level's search is time-capped, so a difference is not proof)
- 1 the opponent's moves could not be checked on the server (agent action at tick 19 is 4, the seeded agent plays 5; this level's search is time-capped, so a difference is not proof)
What changed
measured, not described
No measured change is recorded for this version.