- Normal checkmate still wins immediately.
- If the game reaches a natural draw, the player who has given more checks wins.
- If the check count is tied, Black wins.
The goal is not to replace normal chess strategy with a check-count mini-game. The goal is to keep ordinary chess mostly intact, while giving drawn positions a meaningful tiebreaker.
Experimental setup:
- Engine: Fairy-Stockfish
- Search: 1M nodes per move
- Games: 200 games per experiment unless stated otherwise
- Policy: draw-aware check-count policy
I also used a max-ply cutoff in the experiments. This means that if a game exceeds a fixed maximum number of plies without checkmate or a natural draw, it is stopped by the experiment script and recorded as a cutoff draw. This is not intended as a chess rule. It is only a practical limit to prevent a small number of extremely long engine games from running indefinitely.
Question 1: Does the rule still produce games similar to normal chess?
A first sanity check is whether the rule destroys the normal structure of chess.
In a 200-game draw-aware self-play run:
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Checkmate wins: 96 / 200
Natural draws by tiebreak: 97 / 200
Max-ply cutoff draws: 7 / 200
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Checkmate wins: 88 / 200
Draws: 112 / 200
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White wins: 88
Black wins: 105
Max-ply cutoff draws: 7
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White wins: 90
Black wins: 110
Game length and where the rule matters:
In the draw-aware self-play run:
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Games not ending by 50-move rule: 179 games, average 188.4 plies
Games ending by 50-move rule: 21 games, average 295.3 plies
Normal-chess baseline: average 169.1 plies
The check race mostly starts after the opening:
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Checks in first 40 plies: 2.7%
Checks in first 80 plies: 13.0%
Most checks occur from ply 80 to ply 200.
Question 2: Does material advantage still matter?
For insufficient-material endings, the result looks encouraging.
There were 44 such games:
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One side had more material: 21 games
Materially equal endings: 23 games
More broadly, among all 97 natural-draw tiebreak games:
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Material-advantaged side won: 50
Material-advantaged side lost: 5
Material equal: 42
Question 3: Can this rule distinguish different playing strengths?
I also ran a strength-ladder experiment. The stronger engine had slightly more search nodes than the weaker engine:
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600K vs 500K
700K vs 600K
800K vs 700K
900K vs 800K
1000K vs 900K
Results under the check-count tiebreak rule:
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600K vs 500K: 142.5 / 200 = 71.2%
700K vs 600K: 143.5 / 200 = 71.8%
800K vs 700K: 141.5 / 200 = 70.8%
900K vs 800K: 145.5 / 200 = 72.8%
1000K vs 900K: 136.5 / 200 = 68.2%
Total: 709.5 / 1000 = 71.0%
Draws: 21 / 1000
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600K vs 500K: 130.5 / 200 = 65.2%
700K vs 600K: 128.0 / 200 = 64.0%
800K vs 700K: 123.0 / 200 = 61.5%
900K vs 800K: 123.5 / 200 = 61.8%
1000K vs 900K: 133.0 / 200 = 66.5%
Total: 638.0 / 1000 = 63.8%
Draws: 568 / 1000
Preliminary interpretation:
- The rule preserves ordinary checkmate wins.
- It does not seem to encourage crude early check-chasing under the draw-aware policy.
- It makes drawn endings strategically meaningful.
- Material advantage still strongly correlates with winning the tiebreak.
- It appears to distinguish nearby engine strengths better than ordinary chess, mainly by reducing draws.
The part I do not yet understand well is the new endgame theory.
Some endings such as N vs N or R vs R can still reach the 50-move rule. In these endings, the check-count lead may alternate between the two sides, and the final winner can depend heavily on the 50-move boundary.
For example, in R vs R endings, it is possible that some initial rook and king placements are objectively better because they allow one side to generate more checks before the 50-move counter expires. So the next step is probably to study check-count tablebases or specialized endgame searches.