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For the technically curious3 min read

Do long thinkers make more mistakes?

Yes, but probably because of the position. Up to 999 Elo, moves that take more than four times the usual time are a mistake in 26% of cases, the very fast ones in 9%. Hard positions cost time and mistakes.

Mistake rate by thinking time relative to own usual time (rating 1400–1599)

Time of the move divided by the median time of the same side in the same game.

What it means

  • In all eight rating groups the mistake rate rises with relative thinking time, from 4–9% for the fastest to 15–26% for the slowest moves.
  • That does not mean thinking hurts. Whoever calculates long usually faces a hard position, and those invite mistakes anyway.
  • It is useful as a warning sign: a move you ponder unusually long is a good candidate to practise.
Mistake rate by thinking time relative to own usual time
Ratingunder ¼¼ to ½½ to 11 to 22 to 4over 4
up to 9999.3%11.2%14.2%18.3%22.5%25.9%
1000–11996.8%8.5%11.2%15.3%19.7%23.7%
1200–13995.9%7.2%9.9%13.7%18.1%22.4%
1400–15995.2%6.3%8.7%12.4%16.8%21.2%
1600–17994.7%5.4%7.6%11.3%15.6%20.1%
1800–19994.4%4.6%6.5%10.1%14.5%18.9%
2000–21994.2%3.9%5.5%8.9%13.2%17.3%
2200+3.7%3.3%4.3%7.3%11.2%14.9%

Questions

How is relative thinking time measured?
The time of the move divided by the median of the move times of the same side in that game. 1 means as long as usual.
Should I move faster to make fewer mistakes?
No, these numbers do not say that. Fast moves are mostly easy moves. The numbers describe where mistakes lie, not what causes them.

Sources

  1. [1]E. B. Wilson (1927): Probable inference, the law of succession, and statistical inference. Journal of the American Statistical Association 22(158), pp. 209–212, doi:10.1080/01621459.1927.10502953. jstor.org/stable/2276774 (accessed 2 October 2026).

Data: public Lichess games from January to August 2026, 74.2 million games with an engine rating. A mistake costs at least 10 points of winning chances. Lichess analysed these games on request, so they are not a random sample of all games. Groups by the rating of the player who moves, ranges are 95 percent Wilson intervals [1].

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