On the Effect of Cheating in Chess
Daniel Keren
TL;DR
This paper quantifies how much performance can be gained from limited engine-assisted cheating in chess by evaluating fixed budgets of oracle interventions within engine-vs-engine games. It develops multiple intervention strategies, including fixed-threshold policies and maximal-delta predictors, and introduces an engine-free stochastic model to rapidly tune thresholds using logged data. Results show substantial uplift from even small budgets (e.g., up to approximately $0.91$ with $n=4$ interventions) and demonstrate strong agreement between engine-free optimization and full-engine experiments. The work provides a practical framework for assessing the impact of cheating under constraints and offers insights to inform detection, policy, and fair-play enforcement, including considerations when translating findings to human-vs-human contexts.
Abstract
Cheating in chess, by using advice from powerful software, has become a major problem, reaching the highest levels. As opposed to the large majority of previous work, which concerned {\em detection} of cheating, here we try to evaluate the possible gain in performance, obtained by cheating a limited number of times during a game. Algorithms are developed and tested on a commonly used chess engine (i.e software).\footnote{Needless to say, the goal of this work is not to assist cheaters, but to measure the effectiveness of cheating -- which is crucial as part of the effort to contain and detect it.}
