The evaluation graph

The evaluation graph is the map of the game. It lives in the analysis panel, Eval view (Cmd + Option + I if the panel is hidden). Each point is a move; the curve rises when White takes the advantage, falls when Black does.

The evaluation graph A game summarized at a glance: balance, swing, collapse.

Winning percentage rather than centipawns

Régence expresses evaluation as a winning percentage — “at this point, this side wins this position N times out of 100” — rather than in “centipawns”, the engines’ technical unit. It’s the same number used to grade moves: a Blunder is a move that makes this percentage drop brutally.

The practical benefit: winning percentage tells extreme positions better. Going from +8 to +5 “pawns” of advantage changes almost nothing (the position is still winning) — and the graph stays flat. The eye is only drawn to what matters.

Using it to navigate

The graph is clickable: clicking a point brings the board to that move. The most effective review method takes three gestures:

  1. Spot the steepest drop in the graph.
  2. Click just before the drop — see the position while it was still holdable.
  3. Step forward one move () to see the faulty move, then compare with the engine lines.

The evaluation bar

Along the board, a vertical bar shows the evaluation of the displayed position — white on top when White is better. It moves live during navigation: useful to feel the evaluation without taking your eyes off the board.

The time profile

Below the graph, the Eval tab offers a second reading of the game: the time profile — one row per move, with a bar proportional to the thinking time spent on it (light bar for White, dark for Black). Clicking a row brings the board to that move, exactly like the graph.

This profile tells what the evaluation cannot: where the game was played in your head. Long bars flag the positions that demanded real calculation; a blunder played in two seconds and a blunder played after three minutes of thought are not the same mistake — the first is a discipline problem, the second a calculation problem.

Thinking time is reconstructed from the clocks recorded in the game: the difference between two successive clock readings of the same player, increment included. The section therefore only appears when the game carries those clocks — which is the case for games imported from your Lichess and chess.com accounts via the monthly archives, and for PGN files carrying the [%clk] directive.