
The lines would better be constants for every phase of the game (material). That's because an engine has only Eval as arbiter, and having varying Expected Performance for the same Eval will degrade the play. From this plot, for Eval of 1.7, as an example, an engine can go from 88% expected performance to 78% expected performance only changing total material, and thinking that it's not worse off as eval goes (same 170cp). In fact it's more than 100 ELO points loss. The distortion appears for all values of Eval on most of the Move Numbers.
The next to see would be Texel, which has its Eval adjusted to logistic and expected performance, theoretically independently (practically not) of the phases of the game.




