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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.}

On the Effect of Cheating in Chess

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 with 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.}
Paper Structure (29 sections, 11 equations, 2 figures, 2 tables, 1 algorithm)

This paper contains 29 sections, 11 equations, 2 figures, 2 tables, 1 algorithm.

Figures (2)

  • Figure 1: Monotonic fitting vs. engine WDL. Top: isotonic regression. Bottom: monotone neural net. The higher (for $x \geq 0.5$ and lower (for $x \leq 0.5$) for move 30 vis-a-vis move 5 reflect the fact that the outcome is easier to predict when the game is in a more advanced stage.
  • Figure 2: Example of how "strong" moves (by ${\cal \bf{C}}$ improve on "weak" ones (by ${\cal \bf{W}}$): when tuned to ELO 3190, the engine finds a better move than the ELO 1500 engine, as it realizes the danger of Black doubling rooks on the A-file.