With our 3.0 launch, the Dojo has released a new training tool designed to test tactical skill. Introducing the Dojo Tactics Tests, an attempt to improve on the most popular existing "tactics trainers" (Chess.com, Lichess, ChessTempo, etc.) and provide players a much more realistic “tactics rating.”
This is an exciting feature as we aim to 1) help players improve with a new and useful way to work on tactics/calculation, and 2) allow players to assess their skills in a reliable way (no more 2300+ puzzle ratings!). We’re starting with our version of "tactics tests" and ratings, but in the coming months we plan to expand to positional, endgame, and even opening tests too, with a separate rating for each category.
The Dojo hopes to improve on the above issues with the new Tactics Tests, where users are asked to input their own analysis of each problem, which is then graded against the full solution. All of the test puzzles have been hand-picked by a Sensei and have lightly-annotated solutions.
This is a sample puzzle you might be presented with for the 1500-2000 level. It’s Black to play. You can either spend a few minutes and write down your solution to see how you’d be graded, or if you’d like to try the sample for yourself on the board, you can do so here. Remember: if there are multiple defenses, you must include all key variations!
1...Nxg4! 2.Nxg4 (2.Qxg4 Rxe5-+ Black has won a healthy pawn.) 2…Bd6! 3.Qf3 Rg5 4.h3 f5-+ Winning the piece back with interest.
If you only put down “1…Nxg4”, you would get 1 point for that move. If you put “1…Nxg4 2.Qxg4 Rxe5”, you’d earn 3 points for the puzzle. To get full credit, you’d need to input all of the moves bolded above, as well as the variation 2.Qxg4 Rxe5, which would be worth a total of 9 points. Since players are scored based on what lines they see, we hope this new tool will push players to improve their analytical skills. But there’s a second benefit to the tests as well...
Players will be scored based on how many points they earn on their completed test. The results of each test will also provide players with a “skill rating,” where they are rated based on how well they do compared to others. Our theory is that as more players take the tests, it will give everyone who’s taken the test a more accurate representation of their skill level compared to others.
So for example, a player rated 2000 and higher should aim to score close to 90-100% on a 1500-2000 test. An 1800 should aim for 50-75%, and a 1600 should aim for 25-50%.
Data for the first 1500-2000 test. In this chart, the x-axis is the score on the test and the y-axis is the calculated rating for the test. Different colors represent different cohorts.
We’ve launched a series of tests aimed at the 1500-2000 level and the 2000+ level. As we get feedback on the tests overall, we’ll roll out tests for players rated between 1000-1500 and under 1000 as well.
As mentioned, we will eventually be making positional tests, endgame tests, and even some opening tests! Ultimately these will fit into one’s chess "profile," where you’ll be able to see all of your ELOs and "skill ratings" at a glance.
We often talk about our students or fellow players in terms of their strengths and weaknesses, but we rarely have a way to actually quantify or measure them. Moreover, it’s very hard to tell if one is improving – yes if you gain 50 points in a tournament you can conclude that you’ve improved, but these events are often few and far between. With these tests, we will hopefully give players a clearer sense of what they need to work on and whether they are improving!
Currently free users can access the first of several tests that are available for their rating range. Training Program members get access to all tests.
Time to get solving!