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novachess-engine is a other model from novachess. Use it for the other task on the model card, and read the license before you ship it in a product. It is set up for onnx. The card lists the license as other.
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 prob…
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From the Hugging Face model README
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.
LICENSE)Full results and reproducibility: RESULTS.md.
Source code and docs: https://github.com/novachessai/novachess-engine
positions — float32 tensor of shape (B, 18, 8, 8)
conditioning — float32 tensor of shape (B, 3)
rating_norm = (rating − 800) / (2700 − 800), clipped to [0, 1]classical ∈ [0, 1] — opening preference (higher = more
classical mainlines)aggression ∈ [0, 1] — tactical/sacrificial tendencylogits — 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.Move index encoding:
move_index = promotion_offset + from_square * 64 + to_square
promotion_offset:
0 no promotion (also queen promotion)
4096 knight promotion
8192 bishop promotion
12288 rook promotion
where from_square and to_square are standard 0–63 indices
(a1 = 0, h8 = 63).
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.
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.P(actual_move | position, rating, style) for humanness analysis, move difficulty assessment, or
anti-cheat signals.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.
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.docs/serving.md for the
reference masking pattern.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.
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.
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.
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.
Minimum-dependency inference example (CPU):
pip install onnxruntime python-chess numpy
import chess
import numpy as np
import onnxruntime as ort
PIECE = {"P":0,"N":1,"B":2,"R":3,"Q":4,"K":5,
"p":6,"n":7,"b":8,"r":9,"q":10,"k":11}
def fen_to_planes(fen):
planes = np.zeros((18, 8, 8), dtype=np.float32)
parts = fen.split()
board, turn, castling, ep = parts[0], parts[1], parts[2], parts[3]
for ri, rank_str in enumerate(board.split("/")):
rank_idx, file_idx = 7 - ri, 0
for ch in rank_str:
if ch.isdigit():
file_idx += int(ch)
else:
planes[PIECE[ch], rank_idx, file_idx] = 1.0
file_idx += 1
if turn == "w": planes[12].fill(1.0)
if "K" in castling: planes[13].fill(1.0)
if "Q" in castling: planes[14].fill(1.0)
if "k" in castling: planes[15].fill(1.0)
if "q" in castling: planes[16].fill(1.0)
if ep != "-" and len(ep) == 2:
planes[17, 0, ord(ep[0]) - ord("a")] = 1.0
return planes
session = ort.InferenceSession("nova_v3b.onnx",
providers=["CPUExecutionProvider"])
board = chess.Board()
positions = fen_to_planes(board.fen())[np.newaxis]
# rating=1600, neutral classical + aggression
conditioning = np.array([[(1600 - 800) / (2700 - 800), 0.5, 0.5]],
dtype=np.float32)
logits = session.run(None, {"positions": positions,
"conditioning": conditioning})[0][0]
# Mask illegals + softmax
legal = np.zeros(16384, dtype=bool)
for mv in board.legal_moves:
idx = mv.from_square * 64 + mv.to_square
if mv.promotion == chess.KNIGHT: idx += 4096
elif mv.promotion == chess.BISHOP: idx += 4096 * 2
elif mv.promotion == chess.ROOK: idx += 4096 * 3
legal[idx] = True
masked = np.where(legal, logits, -1e9)
probs = np.exp(masked - masked.max())
probs *= legal
probs /= probs.sum()
top = np.argsort(probs)[::-1][:5]
for i in top:
print(f" index {int(i):5d} p = {probs[i]*100:.2f}%")
For production deployment notes (multi-worker setup, rate limiting,
temperature schedules, observability), see docs/serving.md in the
GitHub repository.
Nova Chess Engine. Nova Chess, 2026.
https://github.com/novachessai/novachess-engine
https://huggingface.co/novachess/novachess-engine
BibTeX:
@misc{novachess_2026,
title = {Nova Chess Engine},
author = {Nova Chess},
year = {2026},
url = {https://github.com/novachessai/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.
maia3_simplified.onnx published there.