Explore the Reasoning Capability of LLMs in the Chess Testbed
Abstract
Reasoning is a central capability of human intelligence. In recent years, with the advent of large-scale datasets, pretrained large language models have emerged with new capabilities, including reasoning. However, these models still struggle with long-term, complex reasoning tasks, such as playing chess. Based on the observation that expert chess players employ a dual approach combining long-term strategic play with short-term tactical play along with language explanation, we propose improving the reasoning capability of large language models in chess by integrating annotated strategy and tactic. Specifically, we collect a dataset named MATE, which consists of 1 million chess positions with candidate moves annotated by chess experts111Yifan Hou is a four-time world chess champion. for strategy and tactics. We finetune the LLaMA-3-8B model and compare it against state-of-the-art commercial language models in the task of selecting better chess moves. Our experiments show that our models perform better than GPT, Claude, and Gemini models. We find that language explanations can enhance the reasoning capability of large language models.
Explore the Reasoning Capability of LLMs in the Chess Testbed
Shu Wang1, Lei Ji2, Renxi Wang3, Wenxiao Zhao1, Haokun Liu4, Yifan Hou5, Ying Nian Wu1 1UCLA, 2Microsoft Research, 3MBZUAI, 4University of Toronto, 5Peking University
1 Introduction
“Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat.” —-Sun Tzu
Rational thought and deliberate cognition rely heavily on reasoning, a core component of human intelligenceGarnham and Oakhill (1994). Given sufficient information, people can logically progress through a sequence of steps. In the field of artificial intelligenceRussell and Norvig (2016), it has been a persistent objective to study the reasoning capability, as it is essential for both problem-solving and decision-making processes.
The past few years have seen large language models exhibit extraordinary aptitude in the tasks that require reasoning capabilityBrown (2020); Wei et al. (2022); Kojima et al. (2022); Bubeck et al. (2023). However, language models show significant limitations in planning and reasoning for complicated tasksXu et al. (2023); Dziri et al. (2024); Srivastava et al. (2022); Mirzadeh et al. (2024). In this paper, we use chess as a testbed to study how we can improve the reasoning capability of large language models for complex tasks.

Chess reasoning is challenging, requiring analytical calculation and intuitive insights. Good chess players employ a dual approach, which includes (i) Long-term Strategy: It relies on rapid, intuitive thinking based on the pattern recognition of the chess board. (ii) Short-term Tactic: It involves slow, analytic calculations that typically consider 1-6 moves ahead, depending on the player’s skill level. Figure 1 shows an example of strategy and tactic. Notably, experienced players think out loud: they develop strategic plans in clear language, and they evaluate the afterward position in lucid words after calculating the precise moves of a tactic.
Drawing inspiration from the thinking approach used by chess experts, we propose a method to enhance large language models’ chess-playing capabilities by incorporating both strategy and tactic in language annotation. We collect the MATE(Move on strAtegy and Tactics datasEt), a dataset of around 1 million chess positions, and annotate the candidate moves for each position with long-term strategy and short-term tactic. Then, we utilize the MATE to finetune open source large language models. Finally, we evaluate the performance of our models and compare them against state-of-the-art large language models. Our models outperform the best commercial language model by 24.2% when both strategy and tactic are provided.
In summary, this work’s contributions are three-fold:
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We collect a high-quality chess dataset. For each position, the candidate moves are provided with a description of the strategy and tactic information annotated by experienced chess players, including world champion-level experts.
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We find that language explanations can enhance the reasoning capability of large language models.
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We discover that integrating the dual-mode of strategy and tactic can improve the chess-playing capability of language models.
2 Related Work
Chess has historically been esteemed as a challenging intellectual pursuitThrun (1994). With all the rules and the chess board provided, it is a pure reasoning task without any uncertainty or randomness. In 1997, Deep Blue, created by IBM, defeated the chess world champion—Russian player Garry Kasparov—in a match that astonished the world. Modern chess engines such as Stockfish, AlphaZeroSilver et al. (2017), Leela Chess Zero, which integrate search algorithms, deep neural networks, and reinforcement learning, play significantly better than the strongest human players. Recent workRuoss et al. (2024) trains a transformer model on millions of annotated chess games, enabling it to play precise and beautiful chess.
Though chess is a “solved problem” in the field of artificial intelligence, many researchers used it as a testbed to study the capabilities of language modelsKamlish et al. (2019); Noever et al. (2020); Toshniwal et al. (2022); DeLeo and Guven (2022); Alrdahi and Batista-Navarro (2023). Fauber (2024) shows by instruction fine-tuning, language models can learn how to move a pawn or a piece legally. Feng et al. (2024) collects a dataset of chess games and chess-related corpus, then trains language models capable of effectively tracking chess board states. Guo et al. (2024) consider large language models as the action space pruner and the value function approximator, boosting the Monte-Carlo Tree Search algorithm for playing chess. Unlike other works, our research focuses on whether strategic and tactical explanations can guide language models to find better moves.
3 MATE

We propose the MATE(Move on strAtegy and Tactic datasEt) for exploring the reasoning capability of large language models in chess. In chess, mate is known as checkmate, which occurs when a king is placed in check and has no legal moves to escape. Checkmating the opponent wins the game.
We collect around 1 million chess positions from the open source chess server – Lichess. The positions are either selected from chess games or chess puzzles. These specific board positions ask players to play moves to achieve a particular goal, such as checkmating or gaining a material advantage. Analyzing these positions can be an efficient method to enhance chess skills without committing to full games. We use the Forsyth-Edwards Notation(FEN) format to describe the board position. FEN is a notation in one line of text with only ASCII characters.
For each position, we select multiple reasonable moves and then annotate each move with language explanations of long-term strategy and short-term tactic by expert chess players. We use the Universal Chess Interface(UCI) format to denote the move. For a specific move, UCI encodes the start and end squares of that pawn or piece.
For chess strategy annotation, we categorize the future strategical plan into five kinds: (i) material count, (ii) piece activity, (iii) pawn structure, (iv) space, and (v) king safety. We ask chess experts, including world champion-level players, to formulate the rules to determine the optimal strategy for any position(Appendix A.2). For each strategic category, there are approximately 20 distinct linguistic expressions to describe the corresponding plan.
For chess tactic annotation, the multitude of categories is overwhelming: skewer, pin, fork, x-ray, remove the defender, overload, Greek gift, windmill, discovered attack, inflection, etc. For simplicity, we list the sequence of moves and provide a factual description of the resulting position. Unlike search algorithms that explore long tactical reasoning chains, our approach focuses on short-term calculations, limiting the move sequence length. The move sequences are generated using the open source chess engine Stockfish.
We evaluate move quality using Stockfish, assigning a hidden score to each move. In our dataset, we select two moves for each position whose differences in scores exceed a specified threshold. This significant score gap clearly indicates one move is superior to the other.
We create four sub-dataset based on the MATE: (i) MATE-No-Explanation: given chess positions, the candidate moves are provided without strategical nor tactical explanation; (ii) MATE-Strategy: given chess positions, the candidate moves are provided with strategical elaboration; (iii) MATE-Tactic: given chess positions, candidate moves are provided with tactical description; (iv) MATE-Strategy&Tactic: given chess positions, candidate moves are provided with both strategy and tactic, a sample is shown in Figure 2. We investigate the difficulty levels of positions for each sub-dataset and find they are at similar levels.

Most positions in the MATE lend themselves to long-term strategic planning. While many positions are generally not very sharp, meaning there are no immediate opportunities to gain an advantage through tactical play, we can still formulate strategic plans for them. Consequently, we are unable to identify short-term tactics for these positions. As a result, the MATE-Strategy subset is significantly larger than both the MATE-tactic and MATE-Strategy&Tactic subsets. We show the summary of the MATE in Figure 3.
4 Experiments
Model | Zero-Shot Learning | Few-Shot Learning | ||||||
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N | S | T | ST | N | S | T | ST | |
gpt-4 | 53.1 | 54.6 | 60.0 | 60.0 | 54.7 | 58.9 | 57.7 | 68.1 |
gpt-4o | 46.4 | 52.8 | 54.8 | 60.1 | 48.5 | 54.3 | 52.7 | 63.1 |
o1-mini | 51.5 | 58.8 | 64.1 | 69.2 | 50.4 | 58.3 | 62.0 | 65.9 |
o1-preview | 56.4 | 65.4 | 77.2 | 76.6 | 59.0 | 65.4 | 76.2 | 78.6 |
claude-3.5-sonnet | 49.6 | 54.9 | 56.9 | 54.9 | 51.9 | 63.7 | 59.9 | 66.1 |
claude-3-opus | 48.3 | 54.5 | 53.7 | 57.3 | 51.0 | 55.8 | 53.2 | 60.2 |
gemini-1.5-pro | 50.6 | 48.8 | 54.2 | 52.6 | 50.5 | 50.1 | 52.7 | 50.4 |
gemini-1.5-flash | 46.1 | 50.8 | 54.2 | 52.9 | 49.7 | 48.2 | 53.8 | 55.6 |
Ours-no-explanation | 63.5 | – | – | – | 64.7 | – | – | – |
Ours-strategy | – | 89.7 | – | – | – | 89.8 | – | – |
Ours-tactic | – | – | 94.6 | – | – | – | 94.5 | – |
Ours-strategy&tactic | – | – | – | 95.2 | – | – | – | 95.3 |
4.1 Experiment Setup
We train our models using the pretrained Llama-3-8B modelDubey et al. (2024) as the foundation. The models are finetuned with llamafactoryZheng et al. (2024), employing a cosine learning rate scheduler with 3% warm-up steps. We set the maximum learning rate to . We use DeepSpeed ZeRO Stage 3 Rajbhandari et al. (2020) across 4H100 GPUs. We train the models for 5 epochs.
We incorporate specific tokens in FEN format to enhance the foundation model’s understanding of chessboard positions. We add the <line> token to separate each row of the board and the <color> token to indicate which side is to move next. Our experiments show no significant difference in performance with or without these special tokens.
We train four models with MATE-No-Explanation(MATE-N), MATE-Strategy(MATE-S), MATE-Tactic(MATE-T), and MATE-Strategy&Tactic(MATE-ST), respectively.
We compare our models with the following baselines:
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GPT: gpt-4-0613, gpt-4o-2024-08-06, o1-preview-2024-09-12, o1-mini-2024-09-12;
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Claude: claude-3.5-sonnet, claude-3-opus;
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Gemini: gemini-1.5-pro, gemini-1.5-flash.
In our experiment, we have the zero-shot learning setting and the few-shot learning setting. In the zero-shot learning setting, models are evaluated on their inherent reasoning capabilities without any prior examples. In the few-shot setting, a few examples are given to the models before the test example. We evaluate models on 1000 samples in the individual test sets for each setting. In each test sample, models score when they output the optimal move from candidate moves.
4.2 Results
Our experimental results in Table 1 shows: (i) MATE proves sufficiently complex to differentiate among commercial LLMs. Our results demonstrate that the o1-preview model leads in performance by a substantial margin. (ii)Interestingly, prompting strategies do not significantly impact performance in our task. We observe no substantial improvement in performance when adopting a few-shot setting compared to a zero-shot setting. (iii)Our models exhibit superior reasoning capabilities compared to commercial models, as demonstrated by their performance across various test sets.
Language enhances chess-reasoning in language models. While some researchers argue that language is not used for reasoningFedorenko et al. (2024), our findings lead us to a contradictory conclusion in chess. Our evaluations demonstrate that performance improves for most LLMs we test when provided with linguistic explanations. Using o1-mini in the zero-shot setting as an example, its performance improved by 14% on the MATE-S, 24% on the MATE-T, and 34% on the MATE-ST, all compared to its baseline performance on the MATE-N.
Integrating long-term strategy and short-term tactics enhances language models’ chess-playing ability. Most models demonstrate superior performance in the MATE-ST subset compared to other subsets. For instance, gpt-4o demonstrates the following improvements in the MATE-ST zero-shot setting: a 10% increase compared to MATE-T, a 14% increase compared to MATE-S, and a 30% improvement relative to MATE-N.
In future, the combination of long-term strategic planning and short-term tactical decision-making can be applied to strengthen language models’ reasoning capabilities across various tasks.
5 Conclusion
We propose a method to enhance LLMs’ chess-reasoning capabilities by incorporating strategy and tactic annotations. We craft the MATE, train our models and compare them against state-of-the-art commercial language models. Our models outperform others in the chess-reasoning task. We find language helps language models’ reasoning. We demonstrate combining long-term intuition with short-term analysis can be a promising direction for exploration.
Limitation
Although the idea of combining strategy and tactics is prevalent in all games, we only study chess. A comprehensive study of multiple game types should demonstrate this approach’s effect better.
We use chess puzzles to test the models’ ability, asking the model to choose between two plausible moves. This is a common way for professional players to exercise. However, the ideal scenario would require running a complete game on the chess engine to test a model’s full strength and ability to carry out strategy and tactics.
Our dataset is annotated by chess experts. However, we acknowledge that potential biases may exist in determining appropriate strategies for various positions and in evaluating post-tactical situations. Furthermore, the limited number of chess experts may only capture the thought processes of a subset of all players.
Our experiment only uses LLaMA-3-8B for fine-tuning, so we don’t understand how the improvement changes to model sizes and base model quality.
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Appendix A Appendix
A.1 Chess Notation
FEN
Forsyth-Edwards Notation, abbreviated as FEN, is the standard method for describing chess positions. This system was developed by Steven J. Edwards, a computer programmer, who adapted an earlier notation created by journalist David Forsyth. Edwards’ modifications made the notation compatible with chess software, enhancing its utility in the digital age.
FEN encodes chess positions using the following elements:(1) Piece positions: Capital letters for white pieces, lowercase for black. Numbers indicate empty squares. (2) Active color: w for white’s turn, b for black’s. (3) Castling rights: K means white kingside, Q means white queenside, k means black kingside, q means black queenside. (4) En passant target square: If a pawn has just moved two squares, this is the square behind it. (5) Halfmove clock: Moves since the last pawn advance or capture. (6) Fullmove number: The number of completed turns in the game.
Board rows are separated by forward slashes /. This compact notation allows for precise representation of any chess position, facilitating analysis and game reconstruction.
UCI
The Universal Chess Interface is an open communication protocol that facilitates interaction between chess engines and user interfaces. UCI encodes chess moves using a four-character system that represents the starting and ending coordinates of a piece’s movement. Each move is denoted by a combination of two letters and two digits, such as "e2e4", which indicates moving a piece or a pawn from square e2 to e4.
A.2 Chess Strategy
We elaborate on the details of each strategy, including the criteria we use to identify them.
Material Count
It is a fundamental strategy, particularly for beginners. While the game ultimately aims for checkmate, having a material advantage often influences the result more frequently. Each piece is assigned a specific value, and understanding these values helps players assess their position. When other elements are relatively equal, prioritizing material acquisition can lead to a decisive advantage in the game. This strategy is most relevant when there is an imbalance in material comparison and both kings are safe. It generally applies to most types of positions, though king safety may occasionally take precedence.
Piece Activity
It is an advanced strategy, focuses on the placement and effectiveness of pieces rather than just their assigned value. In some situations, players may have an equal material count, but the effectiveness of their pieces can vary significantly. Pieces positioned centrally are typically more powerful, allowing for greater control and flexibility. This strategy is especially relevant in dynamic positions where the mobility of pieces can lead to tactical opportunities. Focus on piece activity when there is a marked difference in piece positioning, such as when some pieces occupy central squares while others remain in the corners. This is especially crucial in dynamic positions, particularly when one side is attacking.
Space
Gaining a spatial advantage is closely related to piece activity and can greatly impact a player’s effectiveness. When one side controls more space on the board, their pieces can move more freely and exert influence over critical areas. This advantage can limit the opponent’s options and create opportunities for attack. Space is a vital evaluation factor, particularly in positional play, where controlling key squares can lead to long-term advantages. Space advantage typically arises in the opening and middlegame, especially when more pawns are on the board, as this can enhance spatial control.
Pawn Structure
The configuration of pawns is a unique and complex aspect of chess strategy. With eight pawns per side, the formation can vary widely, influencing both positional and dynamic play. Strong pawn structures can create weaknesses for the opponent, while poorly positioned pawns can become liabilities. Understanding pawn dynamics is essential for developing long-term strategies and can dictate the overall flow of the game. Consider pawn structure when faced with clear issues such as doubled or isolated pawns. Typical positions arising from certain openings, like the Sicilian or Ruy Lopez, should also prompt a focus on pawn structure.
King Safety
Ensuring king safety is a critical strategy throughout the game. A secure king allows other strategies to be executed more effectively, while a vulnerable king can lead to immediate threats and checkmate. Prioritizing king safety not only protects against attacks but also enables players to focus on their offensive strategies with confidence. This strategy should always be considered alongside the others to maintain a balanced approach to the game. Assess king safety when the king is exposed, particularly without pawns in front of it, and when the opponent’s pieces are coordinated to attack, possibly leveraging tactical combinations along open files.
A.3 Chess Tactic
Here we list several common tactics in chess:
Pin
Pin tactics occur when an attacked piece cannot move without exposing an even more valuable piece (or target) behind it.
Fork
A fork is a type of double attack whereby a single piece makes multiple threats.
Battery
In chess, a battery refers to lining up two or more pieces on the same diagonal, rank or file. Only queens, rooks and bishops can form a battery. The rooks can form a battery on a rank or file whilst the bishops can be part of a battery on a diagonal. The queen, of course, can be part of a battery on a rank, file or diagonal.
X-Ray
X-Ray refers to the ability of long-range pieces to see “through” an enemy piece. This tactical idea is sometimes referred to as an x-ray attack, but it can also be used as a defensive tactic.
Discovered Attack
A discovered attack occurs when moving a piece reveals a strong threat from a piece hiding behind it. The power of a discovered attack often lies in the fact that you can use it to set up a double attack.
Windmill
A windmill tactic can also be described as a series of forced discovered attacks. This tactic is also known as a see-saw, based on how the front piece keeps returning to its previous position.
Greek Gift
The Greek Gift Sacrifice (also known as the classical bishop sacrifice) is a specific case of demolition of the pawn structure in front of the enemy king. A key feature of the Greek Gift Sacrifice is the placement of the white bishop on d3, the white knight on f3 and the white queen on d1, all ready to join in the attack against black’s king
Double Attack
A double attack is a situation where one or more of your pieces make multiple threats. A double attack performed by a single piece is known as a fork.
A.4 Difficulty Levels of Sub-Datasets
Our MATE consists of 4 sub-datasets: MATE-N, MATE-S, MATE-T, and MATE-ST. We conduct two experiments to study the difficulty levels of chess board positions across all these sub-datasets through both human and automatic assessment.
Model | N | S | T | ST |
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gpt-4o | 46.4 | 47.4 | 46.0 | 46.5 |
claude-3.5-sonnet | 49.6 | 51.2 | 50.2 | 48.6 |
We first conduct an experiment with chess players. From each sub-dataset, we randomly select 50 samples, retaining only the board position and candidate moves while omitting any strategy or tactical information. Players are then asked to rate the difficulty of these samples. The results indicate that human players perceive the positions and candidate moves in all four sub-datasets to be of similar difficulty levels.
For our second experiment, we employ state-of-the-art commercial large language models to assess the difficulty levels of the sub-datasets. We randomly selected 1000 samples from each sub-dataset, preserving only the board position and candidate moves while excluding any strategic or tactical information. The language models were then prompted to determine the optimal move for each position. We utilized gpt-4o-2024-08-06 and claude-3.5-sonnet for this experiment. The results, presented in Table 2, indicate that these language models performed similarly across the samples selected from all sub-datasets, suggesting the same difficulty levels of these sub-datasets.
A.5 Case Study
We pick a sample case with both strategy and tactic annotated, and show the responses from three language models. See Figure4, Figure5, and Figure6.


