5 automatic angles of analysis across the entire tournament.
Time left on the clock just before playing the 40th move. Less time = more pressure at the time control.
First move where the player thought > 30s. The higher, the more moves their preparation covers.
| Player | Average depth | Range (min / max) | Games |
|---|---|---|---|
| Reckless 0.10.0-dev-504efd62 | move 9.7 | 4 – 52 | 82 |
| LCZero 0.33-dev-1f2a3f16-BT4-tf13tune | move 9.6 | 4 – 46 | 82 |
Average time per move at each round. Shows fatigue / confidence settling in.
Which opening families make each player think earliest in the game.
| Player | A Flank | B Semi-open | C Open | D Closed | E Indian |
|---|---|---|---|---|---|
| LCZero 0.33-dev-1f2a3f16-BT4-tf13tune | 29s 18 games | 24s 22 games | 21s 15 games | 26s 6 games | 26s 20 games |
| Reckless 0.10.0-dev-504efd62 |
The cost of a move is the eval lost by the player (positive = bad move). We aggregate by think duration to see if thinking more produces cleaner moves — and who benefits most.
Positive = the move dropped the eval (bad move). Close to 0 = neutral move. The blunder rate is the % of moves in the bucket with a cost > 150 cp.
Difference between median quality when the player thinks fast (≤ 60s) and when they think long (> 5min). Negative = their long thinks pay off. Positive = they would have done better to move faster.
| Player | Fast moves (≤ 60s) | Long moves (> 5min) | Δ |
|---|---|---|---|
| LCZero 0.33-dev-1f2a3f16-BT4-tf13tune | +1 cp(4591) | +4 cp(11) | +3 cp |
| Reckless 0.10.0-dev-504efd62 | +2 cp(4740) | +5 cp(27) | +3 cp |
The moves where the player thought the most AND lost the most eval.
45s 22 games |
22s 15 games |
34s 6 games |
39s 20 games |