A style-conditioned transformer that predicts human chess moves. Given
a board position, a target player rating, and two optional style parameters
(classical–hypermodern preference and aggression), Nova returns a
probability distribution over all legal moves calibrated to how a
player of that rating and style would play.
Inference is a single forward pass of the neural network. Nova
does not use Monte Carlo tree search, minimax, alpha-beta pruning,
or any form of engine-style position evaluation. There is no value
head and no lookahead. Move selection comes entirely from learned
patterns over the training corpus — fast on CPU (~35-50 ms per
position) and categorically different from search-based engines
like Stockfish or Leela.
Play Nova directly at novachess.ai —
Nova powers the Play and Train with Nova features on the site,
where you can face Nova at any rating/style setting with built-in
analysis and post-game review.
Model type: pure-policy neural network over chess moves,
conditioned on position + rating + two style parameters.
Single forward pass per position; no search, no value head, no
game history.
Language(s): not applicable — input is chess positions (18-channel
plane encoding), output is a distribution over 16,384 move indices
logits — float32 tensor of shape (B, 16384). Raw logits over
the 16,384-index move space. Caller is responsible for masking
illegal moves and applying softmax.
where from_square and to_square are standard 0–63 indices
(a1 = 0, h8 = 63).
Architectural distinction from prior work
Nova is single-head pure-policy: the network's only output is the
move distribution. There is no value head (no game-outcome
prediction), no auxiliary head (no side-task supervision on captures,
checks, etc.), no search at inference, no lookahead, and no use of
any position evaluator before, during, or after the forward pass.
Move selection comes entirely from the policy distribution the
network learned by predicting actual human moves at the conditioned
rating and style.
This contrasts with every published comparable model:
Model
Heads at inference
Search
Notes
Nova (this release)
1 (policy)
none
single forward pass, ~35–50 ms CPU
Maia-2 (NeurIPS 2024)
3 (policy + value + auxiliary)
none
value head regresses W/D/L; auxiliary head predicts legal moves, captures, check delivery
Maia-3 (maia3_simplified.onnx)
2 (policy + value)
none
drops Maia-2's auxiliary head; retains W/D/L value head
Allie (ICLR 2025)
1 (policy) + value via search
adaptive MCTS at inference
policy is decoder-only over move sequences; MCTS provides per-position evaluation at runtime
Leela (LC0)
2 (policy + value)
MCTS
engine-strength playing model
Stockfish (NNUE)
evaluation only
alpha-beta
not a human-move predictor
The pure-policy stance is a deliberate design choice. It keeps the
model fast (one forward pass, no tree expansion), simple to deploy
(just the ONNX file — no MCTS implementation, no auxiliary supervision
data at training time, no value-head calibration to maintain), and
forces the network to learn move quality entirely from move-selection
patterns rather than offloading it to a parallel evaluator. The
benchmarks in RESULTS.md show this is competitive with multi-head
architectures on the move-prediction task itself.
Files in this repository
nova_v3b.onnx + nova_v3b.onnx.data — ONNX export with external
data. Both files required at inference time and must keep their
exact filenames — the .onnx file embeds a reference to the
.data sidecar by name. Place in the same directory before loading.
nova_v3b.pt — PyTorch checkpoint (weights only) for research
and fine-tuning.
unified_sample_600k.pkl — the 600K-position out-of-sample
evaluation set used in the results reported below. Schema:
{fen, actual, rating, ply, min_clock, piece_count, band, player_id, result, ...}.
nova_neutral_600k.pkl, nova_actual_600k.pkl,
maia2_600k.pkl, maia3_600k.pkl — per-position predictions from
each model on the 600K sample, used for the paired significance
tests in RESULTS.md.
Uses
Direct use
Predict the probability distribution over legal moves that a human
of a specified rating and style would play from a given position.
Sample moves to run as a human-like opponent or study partner.
Score actual human moves by P(actual_move | position, rating, style) for humanness analysis, move difficulty assessment, or
anti-cheat signals.
Benchmark other human-move predictors against Nova on shared
evaluation sets.
Fine-tune on specialized data (specific player corpora, specific
opening systems, specific time controls) for personal or research
use.
Downstream use
The model is used internally by Nova Chess to power the
Play Nova and Train with Nova features at https://novachess.ai,
where end users play or practice against the model at chosen rating
and style settings. The same weights published in this repository are
the ones served by the application.
The in-app version additionally wraps Nova's policy output with a
small calibration layer used to tune playing strength across rating
tiers. The primary lever is a per-tier temperature schedule. On
top of that, Nova's sampled candidates pass through a probabilistic
quality check: high-confidence picks (where Nova's policy concentrates
significant probability mass on a single move) are played directly,
while lower-confidence picks may be sent to Stockfish for a low-depth
evaluation. If the evaluation falls below a tier-dependent quality
threshold, the move may be replaced by re-sampling from Nova's
distribution. Both the rate at which positions are evaluated and the
rate at which sub-threshold moves are actually replaced vary by tier,
so the bot's mistake profile matches the empirical chess.com CP-loss
profile at that level — at lower tiers, more sub-optimal moves slip
through (because players at that level make them); at higher tiers,
far fewer do. Additional calibration components layer on top of this
base flow.
Every move the in-app bot plays still originates from Nova's policy
distribution. Stockfish is never used to suggest, generate, or
select moves — only to evaluate moves Nova has already proposed, so
that obvious blunders at higher tiers can be probabilistically caught.
The model weights are never touched. The calibration layer is not
part of this release; the released checkpoint is the bare policy
model, exactly the surface that benchmarks and downstream research /
fine-tuning should target. See the README's "In-app behavior vs the
released model" section for the full distinction.
Out-of-scope use
Not suitable as a chess-playing engine for maximum-strength
competition against search-based engines. Nova is trained on
human-move prediction — it maximizes P(move | human of rating R),
not P(best move) — and uses no search, no lookahead, and no
position evaluation beyond the single forward pass of the policy
network. For engine-quality play, a search-based evaluator such as
Stockfish remains the correct choice.
Not intended for cheating detection as a standalone verdict. Nova
probabilities can inform a cheat-detection pipeline but should not
be used as sole evidence for accusations.
Not validated on chess variants (Chess960, King of the Hill, etc.)
— trained only on standard chess.
Not a replacement for human coaching — move probabilities are not
explanations, and the model does not produce commentary or verbal
analysis.
Bias, Risks, and Limitations
Training-data distribution. Nova is trained on ~520M positions
from Lichess rapid games played Apr–Nov 2025. The player population
is self-selected (online rapid players on one platform), skews
toward active users in rating bands 1100–2300, and may not
represent the full distribution of human chess play. Inferences
about moves at extreme ratings (particularly below 800 and above
2500) have less training-data support.
Style axis limitations. The classical and aggression axes
capture specific operational definitions (opening move choices for
classical; captures + territorial control + king pressure for
aggression). They do not capture all dimensions of human chess
style (combinational richness, prophylaxis, time management, etc.).
Rating conditioning is a scalar. Nova receives a single number
for rating, not a distribution. The model has learned a continuous
interpolation of playing strength, but at the high end of the
rating axis the playing strength it produces may saturate below the
conditioned rating.
No game history. Nova conditions on the current position only,
not on the preceding move sequence. Two positions with identical
FENs are indistinguishable to the model even if reached through
very different games.
No check for illegal moves. The raw logits include mass on
illegal move indices. Callers must apply a legal-move mask before
sampling. See the README quickstart and docs/serving.md for the
reference masking pattern.
Value / result prediction is not supported. This checkpoint is
policy-only; it does not output win/draw/loss probabilities.
Training Details
Training data
Nova was trained on a large corpus of Lichess rapid games, balanced
across six rating bands from 800 to 2700+. Position sampling and
filtering were tuned to keep all skill levels and all game phases
well-represented in training. Details of the data pipeline and
cohort balancing are not published.
Training procedure
Nova is trained end-to-end with a cross-entropy objective over the
16,384-index move space. The output is the policy distribution over
legal moves, with no auxiliary value head. Specific architectural
dimensions and training hyperparameters are not published.
Inference cost
CPU (ONNX fp32): 35–50 ms per position on a modern x86 core
GPU (batched, H100): ~1 ms per position
Inference memory: approximately 500 MB RAM per worker (fp32 weights
with external-data sidecar)
Evaluation
Evaluation data
A single held-out evaluation sample of 600,000 positions drawn
from Lichess rapid games played in March 2026, stratified at
100,000 positions per rating band. This sample is temporally held out
from Nova's training data and is shipped as unified_sample_600k.pkl
on Hugging Face.
Metrics
hit1 — fraction of positions where the model's top prediction
matches the human's actual move (top-1 accuracy)
hit5 — fraction of positions where the human's move is in the
model's top-5 predictions
Mean P(actual) — mean probability mass that the model assigned
to the move the human actually played
Mean top-5 mass — mean total probability mass assigned to the
top-5 predictions
Results
On the 600,000-position sample, comparing Nova against the publicly
available Maia-3 checkpoint (maia3_simplified.onnx from
https://maiachess.com) and the Maia-2 rapid checkpoint:
Metric
Maia-2
Maia-3
Nova (neutral style)
Top-1 hit rate
50.27 %
54.83 %
54.60 %
Top-5 hit rate
88.38 %
91.23 %
91.10 %
Mean P(actual)
38.44 %
42.10 %
42.51 %
Mean top-5 mass
89.33 %
91.96 %
92.26 %
All four Nova-vs-Maia-3 deltas are statistically significant under
paired McNemar tests (for hit rates) and paired t-tests (for
probability-mass metrics). Both probability-mass deltas remain
significant under a player-clustered bootstrap (95% CIs reported in
RESULTS.md).
Full breakdown by rating band, Maia tier (Skilled / Advanced /
Master), game phase, piece count, and three filter variants (all
positions; ply ≥ 10; ply ≥ 10 + clock ≥ 30 s) is in
RESULTS.md.
For production deployment notes (multi-worker setup, rate limiting,
temperature schedules, observability), see docs/serving.md in the
GitHub repository.
Citation
Nova Chess Engine. Nova Chess, 2026.
https://github.com/novachessai/novachess-engine
https://huggingface.co/novachess/novachess-engine
Nova builds on prior work in human-move prediction. The evaluation
methodology (rating-band stratification, tier definitions, ply-based
filters, Lichess rapid data) follows conventions established by the
Maia project.
Maia-1 — McIlroy-Young, Sen, Kleinberg & Anderson, Aligning
Superhuman AI with Human Behavior: Chess as a Model System,
KDD 2020. arXiv:2006.01855
Maia-2 — Tang, Jiao, McIlroy-Young, Kleinberg, Sen & Anderson,
Maia-2: A Unified Model for Human-AI Alignment in Chess,
NeurIPS 2024. arXiv:2409.20553
Maia-3 — Maia project, https://maiachess.com. The specific
checkpoint evaluated here is maia3_simplified.onnx published there.
Allie — Khoshneviszadeh, Chi, Sheller et al., Allie: Emergent
Human-Like Play Through Adaptive MCTS with a Decoder-Only
Transformer, ICLR 2025.
arXiv:2410.03893