Author: Denis Avetisyan
New research leverages AI to predict moves not by calculating the best play, but by modeling the behavioral patterns of players at different skill levels.

Skill-group specific n-gram language models improve chess move prediction by focusing on player behavior rather than optimal moves.
While chess engines excel at calculating optimal moves, they often fail to capture the nuances of human play, particularly across varying skill levels. This limitation motivates ‘Predicting Human Chess Moves: An AI Assisted Analysis of Chess Games Using Skill-group Specific n-gram Language Models’, which proposes a novel framework leveraging n-gram language models to predict moves based on player behavior. By training separate models for seven distinct skill groups, the framework achieves substantial accuracy improvements over traditional methods in predicting player moves. Could this skill-level specific approach unlock deeper insights into human strategic decision-making beyond the realm of chess?
Beyond Optimal Play: Recognizing the Predictable Imperfections
Current chess artificial intelligence, prominently showcased by programs like Stockfish and AlphaZero, largely centers on calculating the objectively optimal move in any given position. This approach, while achieving superhuman performance, overlooks a fundamental aspect of human chess: its inherent predictability. Human players, unlike algorithms striving for perfection, are subject to cognitive biases, stylistic preferences, and limitations in calculation depth. Consequently, games exhibit patterns and tendencies that deviate from purely optimal play, creating statistical regularities. These predictable elements, often dismissed as imperfections, represent a rich source of information that can be leveraged to understand and model human chess behavior, offering a pathway beyond the pursuit of flawless, yet unnatural, gameplay.
Chess, traditionally approached as a complex search for the optimal move, benefits from a re-evaluation as a form of communication. This perspective posits that each move isn’t merely a strategic calculation, but a ‘token’ within a larger ‘sequence’ – the game itself. By framing chess in this linguistic manner, researchers can leverage techniques from statistical language modeling, previously used to analyze and predict patterns in human language. Instead of exhaustively searching for the best possible move, the focus shifts to identifying probabilities based on observed move sequences, effectively learning the ‘grammar’ of chess as expressed through gameplay. This allows for the analysis of stylistic tendencies and behavioral patterns, providing insights into how players, regardless of skill level, construct their games as coherent narratives of strategic intent.
The application of statistical language modeling to chess stems from a compelling analogy: moves can be treated as the vocabulary of a language, and games as sentences constructed from that vocabulary. Traditionally used to predict the next word in a text, these models excel at identifying patterns and probabilities within sequences. By training such a model on vast datasets of chess games, it becomes possible to predict likely moves, not by calculating optimal strategies as conventional AI does, but by recognizing the statistical likelihood of a move appearing given the preceding sequence. This approach allows for the capture of stylistic tendencies and common patterns exhibited by players, offering insights into human chess behavior and potentially forecasting moves with surprising accuracy, even when facing non-optimal play.
Analyzing sequences of moves allows for a detailed examination of player behavior across the spectrum of chess skill. This approach moves beyond simply evaluating the ‘best’ move and instead focuses on the patterns players actually exhibit. By treating each game as a linguistic utterance, researchers can identify tendencies, stylistic preferences, and even predictable errors characteristic of different player levels – from beginners favoring simple openings to grandmasters employing complex strategic maneuvers. This statistical analysis of move sequences reveals that players, unlike perfect chess engines, operate with biases and constraints, creating a predictable signature within their gameplay that can be modeled and understood. The result is a deeper insight into the human element of chess, offering a complementary perspective to traditional AI focused solely on optimal play.

Modeling Move Sequences: The N-Gram Approach
N-gram Language Models function by calculating the probability of a given move based on the $n-1$ preceding moves in a game sequence. Specifically, the model estimates $P(move_i | move_{i-1}, move_{i-2}, …, move_{i-n+1})$. Each move is treated as a token, and the model learns the conditional probability of observing a particular token given the history of preceding tokens. Higher-order N-grams ($n>1$) capture longer-range dependencies but require proportionally more data for reliable estimation, while lower-order models are less data-intensive but may sacrifice contextual accuracy. The framework utilizes these probabilities to predict plausible moves given a specific game state, effectively modeling sequential decision-making in chess.
The KenLM toolkit is employed for N-gram language model training due to its efficiency in handling large datasets and its support for various data structures, including compressed tries, which minimize memory usage. This allows for the rapid construction and iteration of models with different N-gram orders and vocabulary sizes. KenLM’s optimized algorithms, specifically its use of weighted finite-state automata, facilitate faster training times compared to other language modeling libraries. The toolkit also supports parallel processing, further accelerating model building and enabling quick experimentation with diverse training parameters and datasets, crucial for hyperparameter tuning and model selection.
The training of our N-gram language models relies on a comprehensive dataset of chess games obtained from Lichess. This dataset comprises millions of games recorded in Portable Game Notation (PGN), a standard text-based format for storing chess matches. The PGN files contain move sequences, player information, and game metadata, which are parsed to extract the necessary training data. The scale of this dataset-containing billions of individual moves-is critical for effectively estimating move probabilities and achieving robust model performance. Data preprocessing includes move normalization and filtering to ensure data quality and consistency for the language model training process.
Perplexity is employed as the primary metric for evaluating the predictive power of the N-gram language models. It quantifies how well a probability distribution predicts a sample; a lower perplexity score indicates a better predictive model. Mathematically, perplexity is calculated as the exponential of the average negative log-likelihood of the test set, formally expressed as $PP(W) = exp(-\frac{1}{N} \sum_{i=1}^{N} log(P(w_i | w_1, …, w_{i-1})))$, where $W$ represents the test sequence of moves and $P$ is the probability assigned by the model. In the context of chess move prediction, a model with lower perplexity assigns higher probabilities to the moves actually played in a held-out dataset, demonstrating superior performance in capturing the patterns of play.

Beyond Top-1: Embracing the Probability of Imperfection
The prediction framework was expanded to incorporate Top-3 Move Prediction, a method that assesses the probability of the three most likely moves at each turn within a game. This contrasts with Top-1 prediction, which focuses solely on the single most probable move. By considering multiple high-probability actions, the framework more accurately models the decision-making process of human players, who do not always select the objectively optimal move. Each of these considered moves represents a discrete half-move event within the probabilistic analysis, allowing for a broader evaluation of potential game states and a more nuanced understanding of player behavior.
Top-1 Move Prediction assumes a single, most probable action at each turn, which fails to account for the variability present in human gameplay. Human players do not always select the objectively optimal move; strategic diversity, errors, and exploratory play introduce ambiguity. By extending the prediction scope to the Top-3 moves, the framework acknowledges this inherent uncertainty and the likelihood of suboptimal choices. This broader consideration increases the probability of correctly predicting the actual move played, as it moves beyond a strictly deterministic approach and incorporates a range of plausible actions that reflect the complexities of human decision-making.
Within this probabilistic framework, each individual move, formally termed a Half-Move, is modeled as a discrete event with an associated probability. This discretization allows for the application of established probabilistic methods for analyzing game states and predicting subsequent actions. Rather than treating a move as a continuous variable, this approach defines a finite set of possible actions at each turn, each with a quantifiable likelihood of occurrence. This discrete event structure is fundamental to calculating the overall probability of a specific game trajectory and forms the basis for evaluating the accuracy of move predictions.
Experimental results indicate that utilizing Top-3 Move Prediction consistently yields improved accuracy over Top-1 Move Prediction. Specifically, the Top-3 prediction model achieved a 39.1% improvement in accuracy when benchmarked against the Top-1 model. This performance gain demonstrates the effectiveness of considering a range of plausible moves, rather than solely focusing on the single most probable action, when predicting gameplay sequences. The observed improvement is statistically significant and supports the rationale for expanding the prediction scope beyond the top-ranked move.

Adapting to Skill: A Dynamic Model Selector
A novel Model Selector module has been developed to automatically categorize games based on player skill, leveraging the concept of Surprisal as a core metric. This module assesses a game’s progression and classifies the player’s ability by identifying the model – representing a particular skill level – that yields the lowest cumulative Surprisal. Essentially, the module seeks the model that best predicts the observed moves, indicating a strong alignment between the model’s expectations and the player’s actual gameplay. By minimizing total Surprisal, the system effectively infers the player’s skill level without explicit labeling, paving the way for personalized predictions and adaptive game experiences. This moves beyond a one-size-fits-all predictive model, offering a dynamic system that responds to individual player characteristics.
The capacity to refine predictive modeling based on distinct user groups represents a significant advancement. By analyzing patterns unique to varying skill levels, the system doesn’t simply offer a single, generalized prediction; instead, it customizes its output to align with the specific characteristics of each player. This targeted approach enhances both the accuracy and the relevance of the predictions, as the model learns to anticipate moves more effectively when informed by a player’s demonstrated capabilities. Consequently, a novice player receives predictions geared towards fundamental strategies, while a seasoned player benefits from analysis focused on complex tactics, ultimately creating a more engaging and informative experience for all.
The automated Model Selector demonstrated a noteworthy capacity to categorize players by skill level, achieving 31.7% accuracy based on analysis of only the initial 16 half-moves of a game. Interestingly, expanding the evaluation window – incorporating more game information – resulted in a slight decline in accuracy, registering at 26.8%. This suggests that early game decisions are surprisingly indicative of overall player skill, and that incorporating later-game data, potentially influenced by accumulated advantages or disadvantages, can actually obscure the initial skill signature. The findings highlight a potentially counterintuitive relationship between data volume and predictive power in this context, prompting further investigation into the specific features driving this observed trend.
The principles behind automatically selecting predictive models based on observed data extend far beyond the game of chess. This methodology establishes a general framework for adapting language models to diverse domains and user groups, effectively tailoring performance to specific contexts. By identifying characteristics – analogous to a player’s skill level – within a new dataset or user profile, the system can dynamically choose the most appropriate model from a suite of options, optimizing for accuracy and relevance. This adaptive approach promises significant benefits in fields like personalized medicine, financial forecasting, and natural language processing, where user behavior or data characteristics vary considerably, and a ‘one-size-fits-all’ model often underperforms. The core concept-leveraging early signals to categorize and select the best predictive tool-offers a robust solution for maximizing the effectiveness of language models across a wide spectrum of applications.

The pursuit of predictive accuracy, as demonstrated by this skill-group specific n-gram modeling, feels predictably optimistic. The authors champion behavioral pattern recognition over optimal move calculation, a clever sidestep, yet one steeped in the same fundamental flaw. As Donald Knuth observed, “Premature optimization is the root of all evil.” This work, while refining prediction through nuanced modeling, simply layers complexity atop a system destined for eventual breakage. The models will inevitably fail to account for the beautifully irrational flourishes of human play, the deliberate blunders, the sheer creativity that defies probabilistic prediction. The elegance of the n-gram approach will, in time, become another form of tech debt, another assumption exposed by the messy reality of actual games.
What’s Next?
The pursuit of predicting human action, even within the constrained domain of chess, inevitably reveals more about the limits of prediction itself. This work demonstrates a marginal improvement in forecasting – behavioral patterns, not necessarily good moves, are easier to anticipate – but anyone who has deployed a model into production will already suspect the inevitable. The test sets will age, player styles will evolve, and the carefully curated skill groups will blur. What initially appears ‘scalable’ will, predictably, not be.
Future iterations will undoubtedly explore deeper neural networks, attention mechanisms, and perhaps even attempt to model the player’s emotional state (because, naturally, everything is about feelings these days). But a more pragmatic line of inquiry might focus on why these models fail. Is the signal genuinely lost in the noise, or are we simply measuring the wrong things? One suspects the latter. Better one well-understood statistical quirk than a thousand opaque parameters.
Ultimately, the true challenge isn’t predicting the move, but understanding the player. And that, one suspects, is a problem best left unsolved. The mystery is, after all, what keeps the game interesting. Let the logs accumulate, and the anomalies reveal themselves. The ‘elegant’ solution will almost certainly be the first thing to break.
Original article: https://arxiv.org/pdf/2512.01880.pdf
Contact the author: https://www.linkedin.com/in/avetisyan/
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2025-12-02 19:31