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It might be good to say how many rated or casual or how many analysed games are required to give the insights.
Come back with more games is not clear how many more and what type.

It might be good to say how many rated or casual or how many analysed games are required to give the insights. Come back with more games is not clear how many more and what type.

Looks pretty good! I especially like / find useful the Tactical Awareness + Resourcefulness + Conversion concepts.

Couple food for thoughts from me (Idk how or if they can be implemented but perhaps just to inspire):

--

  1. a Progress Track / MOST RECENT CHANGE could be useful, if possible. Atm it is static, lets say a person has 3 bars, and 3 months later has improved to 4 bars, but person might not notice this change, or what has changed in the graph over time e.g. the players play got slower etc. Keeping track of all these bars in many categories and keeping them in mind to notice if what the player has trained benefit them and positively changes things or not, could be hard. So the most recent bar changes (e.g. for certain fixed period of time / 3 months or maybe updates every year etc. idk) could be highlighted with a bright outline like this:

Screen Shot 2026-01-29 at 13.56.51.png

So above, the last bar is what player has improved (like most recent rating change in the last X games) and has bright green outlines to indicate that.

Screen Shot 2026-01-29 at 14.02.50.png

Simple idea is give the player a sense of the direction heading towards to.

  1. During the stream few days ago I suggested a category 'Time spent in critical moments'. If I understood what's already there in insights, is the time vs accuracy which is more focused on average accuracy based on time (more global)

but what I want to suggest is, in time management section, when the position was key / critical moment , did the player spent enough time or too much time etc.

Next questions is ofc how to define 'Critical / Key moment'; e.g. king is in check, and only one defensive move with the king out of 4 ones is not losing or let's say in the middlegame white has a nice pawn breakthrough in the center with d5 and it's the only move leading to +1.5 and rest just equal etc. What I want to find out is, if the player has spent enough time on this critical position, that can be decisive (either winning or only drawing way). However, if we just base our filter on evaluations, then we run into the issue of how to filter out simple recaptures / forced moves etc. as @thibault pointed out on his stream. Additionally, this might also require evaluations of 2nd and 3rd best moves to compare it to the best move, when defining key moment and I don't know if the current data structure has this (I assume it only saves best moves). So that'd be another issue to solve - or can it be solved without needing the 2nd / 3rd best moves, no idea. I just find this concept would be very very useful, but I cannot find a way to implement, so wanted to share, perhaps someone comes up with an idea.

--

  1. Only thing I find bit confusing is 'Flagging skills' part (Defined as 'How often you win by flagging the opponent.'). For example, it is not clear to me what the take away should be if it is only one red bad, meaning that person lacks flagging skills compared to peers? Like should person interpret this as 'I need to win more on time and less with checkmates to have more nb of games won by flag compared to my peers', or what even an improvement in that skill would actually mean. Skills imply that it is a positive trait to train more and improve. However, I'm not sure if 'Flagging' is a skillset that should be positively encouraged to be trained. I'd probably rephrase that as 'Wins on time', which is more neutral - but then again having progress bar on it runs into same conceptual issue I mentioned.

--

  1. I also like the idea suggested in one of those pots in the forum thread: time restriction / selected time graph display - but that might be also hard to implement, so idk.
Looks pretty good! I especially like / find useful the Tactical Awareness + Resourcefulness + Conversion concepts. Couple food for thoughts from me (Idk how or if they can be implemented but perhaps just to inspire): -- 1) a Progress Track / MOST RECENT CHANGE could be useful, if possible. Atm it is static, lets say a person has 3 bars, and 3 months later has improved to 4 bars, but person might not notice this change, or what has changed in the graph over time e.g. the players play got slower etc. Keeping track of all these bars in many categories and keeping them in mind to notice if what the player has trained benefit them and positively changes things or not, could be hard. So the most recent bar changes (e.g. for certain fixed period of time / 3 months or maybe updates every year etc. idk) could be highlighted with a bright outline like this: ![Screen Shot 2026-01-29 at 13.56.51.png](https://image.lichess1.org/display?fmt=png&h=0&op=resize&path=l2y460gn62Ld.png&w=864&sig=80f3a983a7adfacff3193f75e5853e31b32ecc6d) So above, the last bar is what player has improved (like most recent rating change in the last X games) and has bright green outlines to indicate that. ![Screen Shot 2026-01-29 at 14.02.50.png](https://image.lichess1.org/display?fmt=png&h=0&op=resize&path=zlTQW_hohp4R.png&w=864&sig=53a47c487403d0c8439b606cb5ace9e4cf6e4dbe) Simple idea is give the player a sense of the direction heading towards to. 2) During the stream few days ago I suggested a category 'Time spent in critical moments'. If I understood what's already there in insights, is the time vs accuracy which is more focused on average accuracy based on time (more global) but what I want to suggest is, in time management section, when the position was key / critical moment , did the player spent enough time or too much time etc. Next questions is ofc how to define 'Critical / Key moment'; e.g. king is in check, and only one defensive move with the king out of 4 ones is not losing or let's say in the middlegame white has a nice pawn breakthrough in the center with d5 and it's the only move leading to +1.5 and rest just equal etc. What I want to find out is, if the player has spent enough time on this critical position, that can be decisive (either winning or only drawing way). However, if we just base our filter on evaluations, then we run into the issue of how to filter out simple recaptures / forced moves etc. as @thibault pointed out on his stream. Additionally, this might also require evaluations of 2nd and 3rd best moves to compare it to the best move, when defining key moment and I don't know if the current data structure has this (I assume it only saves best moves). So that'd be another issue to solve - or can it be solved without needing the 2nd / 3rd best moves, no idea. I just find this concept would be very very useful, but I cannot find a way to implement, so wanted to share, perhaps someone comes up with an idea. -- 3) Only thing I find bit confusing is 'Flagging skills' part (Defined as 'How often you win by flagging the opponent.'). For example, it is not clear to me what the take away should be if it is only one red bad, meaning that person lacks flagging skills compared to peers? Like should person interpret this as 'I need to win more on time and less with checkmates to have more nb of games won by flag compared to my peers', or what even an improvement in that skill would actually mean. Skills imply that it is a positive trait to train more and improve. However, I'm not sure if 'Flagging' is a skillset that should be positively encouraged to be trained. I'd probably rephrase that as 'Wins on time', which is more neutral - but then again having progress bar on it runs into same conceptual issue I mentioned. -- 4) I also like the idea suggested in one of those pots in the forum thread: time restriction / selected time graph display - but that might be also hard to implement, so idk.

Not sure how realistic it is but I feel it would be super useful if repeated tactical or strategical failures (considering specific openings) could be trained via puzzles. At the moment performance/tactics rating is more or less only "nice to know" -statistics.

Not sure how realistic it is but I feel it would be super useful if repeated tactical or strategical failures (considering specific openings) could be trained via puzzles. At the moment performance/tactics rating is more or less only "nice to know" -statistics.

That looks very promising :) But the number of games used is limited? Is that for testing purposes only? I noticed that the number of games in the Chess Insights was also reduced.

That looks very promising :) But the number of games used is limited? Is that for testing purposes only? I noticed that the number of games in the Chess Insights was also reduced.

Love this feature! Lots of great data to add into my OpenAI training project.

Would be useful for me if you could limit the data set to a particular time.

Say last 30-days compared to prior 30-days.

Love this feature! Lots of great data to add into my OpenAI training project. Would be useful for me if you could limit the data set to a particular time. Say last 30-days compared to prior 30-days.

An idea that I think has merit in this kind of context is to do a pawn structure analysis just as the one for openings. It would be interesting to see that a specific pawn configuration appears in many games and it might be interesting to see if that happens because you always use the same opening or it's a common motif for multiple openings.

An idea that I think has merit in this kind of context is to do a pawn structure analysis just as the one for openings. It would be interesting to see that a specific pawn configuration appears in many games and it might be interesting to see if that happens because you always use the same opening or it's a common motif for multiple openings.

When will u add tutor to lichess?

When will u add tutor to lichess?

Love the feature. I like how things are broken down. One thing that for me is a bit confusing is the relationship between the % and the level of strength on the items. i.e. Tactical awareness: you are performing at xxx rating with 69.5% vs 67% (peers) - what would the % needed to get all bars green.
The tool will be very useful to spot blind spots on the game.

Love the feature. I like how things are broken down. One thing that for me is a bit confusing is the relationship between the % and the level of strength on the items. i.e. Tactical awareness: you are performing at xxx rating with 69.5% vs 67% (peers) - what would the % needed to get all bars green. The tool will be very useful to spot blind spots on the game.

If our tutor report is already completed, why would we need to press the button again? A download feature would be helpful to save the results so we wouldn’t have to repeat the process. Suggestions for improvement could be included in the download. It could even resemble a chess-school-style report card or certificate.

If our tutor report is already completed, why would we need to press the button again? A download feature would be helpful to save the results so we wouldn’t have to repeat the process. Suggestions for improvement could be included in the download. It could even resemble a chess-school-style report card or certificate.

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