How Mansuba finds where your knowledge ends.
The numbers behind it, the four steps, real positions, and where every piece comes from.
The foundation of numbers
games read
January to August 2026, all speeds.
games with an engine rating
These are the games counted. Bots and aborted games are out.
different positions
Counted over the first 40 half-moves.
Computed from the Lichess open database, January to August 2026 [1].
The Mansuba algorithm
Normal opening theory should not set off a card. So every loss is checked against the opening book, and what is left is where your knowledge ends. Four steps find it.
Count
Which move do you play in which position? Counted across all your games, transpositions as one position.
Rate
Stockfish says what each move costs, measured in winning chances [2].
Check the book
A move counts only if it costs 6 points or more and is not in the opening book, meaning players rated 2000+ do not choose it.
Rank
Repeated mistakes come first: the more often you reach a position and the more it costs, the earlier it comes.
Terms in plain words
- Repertoire
- What one person plays: positions from at least three of their earlier games.
- Theory
- What everybody plays: positions seen at that half-move in at least 100 of the games. Theory ends at the first position below that line.
- Decision
- A position and the move played in it.
- Loss
- Winning chances after the best move minus those after yours, in points.
- Node
- One unit of engine work. The same node count means the same work on every computer.
Where the data comes from and what we filter
Everything on this page comes from public Lichess games of January to August 2026.
1Lichess open database, January to August 2026 [1]
Standard rated games, the monthly files from January to August 2026.
2Only games Lichess analysed with its engine
These games carry an evaluation after each move. Players ask for this analysis themselves, so the games are not a random sample of all games.
3Standard chess, rated, no bots, no aborted games
Bullet includes UltraBullet.
4Moves 2 to 80 rated, positions fingerprinted to half-move 40 [3]
Moves are rated from the second half-move up to the 80th. A fingerprint identifies a position whatever the move order.
5Mistake from 10 points lost, blunder from 30
A move is a mistake when the winning chances of the player who moves fall by at least 10 points. Positions that are already decided (below 5 or above 95 percent winning chances) are not counted.
6Rating groups in steps of 200, names never stored
Groups use the rating of the player who moves. Where a player has to be recognised for counting repeats, a random code stands in for the name.
The limit: analysed games differ from all games. The numbers describe the games that were analysed.
Real positions, real moves
The most played move in thousands of games is often not the best one.
White to move
Ke1Most played, 30 %−47.3 points
Kg1Best move
Black to move
Ke8Most played, 44 %−77.1 points
Kg6Best move
White to move
Nxf7Most played, 78 %−34.2 points
d3Best move
Black to move
Be6Most played, 29 %−43.2 points
Nd4Best move
White to move
Nxe5Most played, 31 %−32.6 points
Nbd2Best move
Black to move
Nxb5Most played, 42 %−25.7 points
Nf5Best move
By playing strength
The same measurements for every group of players, from the games of January to August 2026.
| Rating | Games | Theory ends at half-move | First mistake at half-move | Mistakes, half-moves 21 to 40 | Mistakes on the first move after theory |
|---|---|---|---|---|---|
| up to 999 | 5,682,912 | 10 | 13 | 20 % | 19 % |
| 1000–1199 | 7,652,632 | 11 | 16 | 18 % | 15 % |
| 1200–1399 | 10,418,971 | 12 | 19 | 16 % | 12 % |
| 1400–1599 | 12,766,442 | 12 | 20 | 15 % | 10 % |
| 1600–1799 | 12,885,824 | 12 | 23 | 14 % | 8 % |
| 1800–1999 | 11,091,211 | 13 | 25 | 13 % | 7 % |
| 2000–2199 | 7,296,511 | 13 | 27 | 11 % | 6 % |
| 2200+ | 6,411,116 | 14 | 31 | 9 % | 4 % |
- up to 999
- Games
- 5,682,912
- Theory ends at half-move
- 10
- First mistake at half-move
- 13
- Mistakes, half-moves 21 to 40
- 20 %
- Mistakes on the first move after theory
- 19 %
- 1000–1199
- Games
- 7,652,632
- Theory ends at half-move
- 11
- First mistake at half-move
- 16
- Mistakes, half-moves 21 to 40
- 18 %
- Mistakes on the first move after theory
- 15 %
- 1200–1399
- Games
- 10,418,971
- Theory ends at half-move
- 12
- First mistake at half-move
- 19
- Mistakes, half-moves 21 to 40
- 16 %
- Mistakes on the first move after theory
- 12 %
- 1400–1599
- Games
- 12,766,442
- Theory ends at half-move
- 12
- First mistake at half-move
- 20
- Mistakes, half-moves 21 to 40
- 15 %
- Mistakes on the first move after theory
- 10 %
- 1600–1799
- Games
- 12,885,824
- Theory ends at half-move
- 12
- First mistake at half-move
- 23
- Mistakes, half-moves 21 to 40
- 14 %
- Mistakes on the first move after theory
- 8 %
- 1800–1999
- Games
- 11,091,211
- Theory ends at half-move
- 13
- First mistake at half-move
- 25
- Mistakes, half-moves 21 to 40
- 13 %
- Mistakes on the first move after theory
- 7 %
- 2000–2199
- Games
- 7,296,511
- Theory ends at half-move
- 13
- First mistake at half-move
- 27
- Mistakes, half-moves 21 to 40
- 11 %
- Mistakes on the first move after theory
- 6 %
- 2200+
- Games
- 6,411,116
- Theory ends at half-move
- 14
- First mistake at half-move
- 31
- Mistakes, half-moves 21 to 40
- 9 %
- Mistakes on the first move after theory
- 4 %
What already exists
Three building blocks we did not invent, and why we use them.
A fingerprint for every position
The same position always gets the same fingerprint, whatever the move order. The method is called Zobrist hashing [3][4].
Winning chances instead of centipawns
A lead of one pawn (100 centipawns) matters a lot in an equal game and hardly at all when you are already winning [5].
- winning chances
From 0 to +100 you gain 9.1 points, from +600 to +700 only 2.8.
The engine search
- nodes for a first and a second look
- 3,000 → 30,000
nodes for a first and a second look
Second look from a loss of 4 points [6].
- of the flagged moves confirmed
- 98 %
of the flagged moves confirmed
Check on the 150 most played positions of the daily set, 581 moves, re-rated at 1,000,000 nodes: 224 of 229 flagged moves stay a mistake of 10 points or more.
- of the other moves would be flagged
- 14 %
of the other moves would be flagged
The same check: 49 of 352 moves we did not flag reach a loss of 10 points at 1,000,000 nodes. So the list is reliable, but not complete. We say what we flag, not that nothing else exists.
For the curious: the maths behind the curve
Why the same centipawns count less when you are winning.
The Mansuba algorithm in detail
This part is our own work: how counted decisions become a short list of positions worth practising.
01Count decisions
A decision is a position and the move you played in it. Positions are fingerprints, so different move orders to the same position are counted together.
02What a move costs
The loss is the winning chances after the best move minus those after yours. From 10 points it is a mistake. Stockfish looks at 3,000 nodes first and at 30,000 when the loss reaches 4 points or more [6].
03Check the book
Normal theory should not set off a card, so a decision becomes one only if both of these hold.
- 1The move is not in the opening book. The book lists a move when players rated 2000 or more play it in at least 3 percent of their games in that position, and at least 20 times. What the book lists is theory and drops out.
- 2The move loses at least 6 points of winning chances.
04Rank
Cards are ordered by how much practising them is worth. The score of a position is the number of games times the loss, added over its mistake moves: the points the position costs you in total. A frequent medium loss therefore beats a rare huge one, and a position with fewer than two games on mistake moves is not shown at all.
Where the lines are drawn
Three thresholds, all in points of winning chances. Each card shows how often a move outside theory crosses it.
- 6 points
Inaccuracy
about 65 centipawns in an equal position
A card on your account starts here.
Moves outside theory that lose at least this much
- up to 999
- 31.7 %
- 1400–1599
- 23.1 %
- 2200+
- 13.3 %
- 10 points
Mistake
about 110 centipawns, roughly a pawn
What the studies and the numbers on this site call a mistake.
Moves outside theory that lose at least this much
- up to 999
- 21.0 %
- 1400–1599
- 13.1 %
- 2200+
- 6.1 %
- 30 points
Blunder
about 380 centipawns
A very large loss, counted separately.
Moves outside theory that lose at least this much
- up to 999
- 5.0 %
- 1400–1599
- 1.9 %
- 2200+
- 0.5 %
Cards start at 6 points and not at 10 because 10 gave too few repeated positions for a single account. On two test accounts of 1,500 and 2,265 games, 10 points gave 12 and 28 positions with a repeated move, 6 points gave 32 and 57.
A worked example
Real positions with real engine values. Only the number of games per position is made up, to show how the ranking works.
One position, step by step
The engine rates the position before the move and again after each of the three moves. The loss is how far the winning chances fall below those of the best move.
| Move | Engine after | Winning chances | Loss | Verdict |
|---|---|---|---|---|
| Nc3 | +216 | 68.9 % | 0.0 | Best move |
| c4 | +161 | 64.4 % | 4.5 | Small loss, no mistake |
| dxe7 | −353 | 21.4 % | 47.5 | Mistake, a card candidate |
Engine values in centipawns from the point of view of the player to move.
Six positions, ranked
Imagine a player who reached these six positions. The score of a position is games times loss: the points it costs this player in total. A position needs at least two games on mistake moves to become a card.
- Ke112 games, loss 47.3567.6
Card 1
- Ke87 games, loss 77.1539.7
Card 2
- Nxf76 games, loss 34.2205.2
Card 3
- Nxe54 games, loss 32.6130.4
Card 4
- Be63 games, loss 43.2129.6
Card 5
- Nxb51 game, loss 25.725.7
Fewer than 2 games: not a card yet
The games per position are made up for this example. We assume all six positions pass the other two filters.
Where the numbers end
- A card is a question, not a verdict.
- A flagged gambit that works for you can stay.
- More games give more cards. Below about 1,000 games there is little to show.
- The strong-player table comes from our own study, from games of January to August 2026. Rare positions are not in it, so a rare theory move can still become a card.
Where Mansuba stands among Lichess tools
Lichess offers good tools. Each looks at something different.
What we built, and what comes from others
Our own work
- Counting decisions per person across move orders
- The filter chain: loss, then strong players
- Ranking by repetition with a damping weight
- Cards, the daily quiz and the endless set
- Everything runs on your device
- The measurements on this page
Sources
- [1]Lichess.org (2026): Lichess open database: standard rated games, monthly files January to August 2026. database.lichess.org, CC0. database.lichess.org (accessed 2 October 2026).
- [2]The Stockfish developers (2026): Stockfish: open source chess engine. stockfishchess.org, GPLv3. stockfishchess.org/ (accessed 2 October 2026).
- [3]A. L. Zobrist (1970): A new hashing method with application for game playing. Technical Report 88, Computer Sciences Department, University of Wisconsin, Madison, reprinted in ICCA Journal 13(2), 1990. chessprogramming.org/Zobrist_Hashing (accessed 2 October 2026).
- [4]Polyglot book format (2026): Specification of the position key (Zobrist hash over piece, castle, en passant, turn). hgm.nubati.net. hgm.nubati.net/book_format.html (accessed 2 October 2026).
- [5]Lichess.org (2026): Lichess accuracy metric: winning chances and move accuracy. lichess.org/page/accuracy. lichess.org/page/accuracy (accessed 2 October 2026).
- [6]UCI protocol (2026): Universal chess interface: the go command, parameter nodes. backscattering.de/chess/uci. backscattering.de/chess/uci/ (accessed 2 October 2026).
- [7]Lichess.org (2016): Learn from your mistakes. Lichess blog, 22 December 2016. lichess.org/@/lichess/blog/learn-from-your-mistakes/WFvLpiQA (accessed 2 October 2026).
- [8]Lichess.org (2016): Opening explorer. Lichess blog, 26 February 2016. lichess.org/@/lichess/blog/opening-explorer/Vs0xMTAA (accessed 2 October 2026).
- [9]Lichess.org (2015): Chess insights. Lichess blog, 8 December 2015. lichess.org/@/lichess/blog/chess-insights/VmZbaigA (accessed 2 October 2026).
- [10]Lichess.org (2026): lichess-org/chess-openings: an aggregated data set of chess opening names. GitHub, CC0. github.com/lichess-org/chess-openings (accessed 2 October 2026).
- [11]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).