How the Suspicious Move Score Works
The Suspicious Move Score (SMS) is a single 0–100 number that captures how unusually solver-like a move is compared with human play. Here is how it is built.
The method, step by step
- Reconstruct the position before the move. We start from the board as it stood immediately before your opponent's most recent turn, by removing the tiles they just placed.
- Analyze legal, strong moves with a solver. A game solver evaluates the best plays available from that position, giving us a reference for what optimal or near-optimal play looks like.
- Compare against human gameplay patterns. The observed move is measured against how human players actually play similar positions — because “strong” and “unusual” are not the same thing.
- Account for unknown rack tiles. You rarely know your opponent's full rack. Where necessary the model samples plausible racks so the result reflects a range of possibilities rather than one assumed hand.
- Calculate the Suspicious Move Score. These signals are combined into a single 0–100 score with a plain-language classification.
Why compare against both solvers and humans
A move that a solver loves is only suspicious if humans rarely find it. Many strong plays are also popular plays — they are the obvious move, and most players would choose them. Those score low. The score climbs when a move is simultaneously close to optimal and rarely selected by human players, especially when that happens repeatedly.
This is why a single high score is weak evidence on its own. Luck and skill both produce excellent individual moves. A sustained pattern of highly solver-like moves is what becomes statistically difficult to explain by unaided human play.
Score bands
Each score maps to a classification. These labels are provisional and will be refined as the model is calibrated.
What the score is — and isn't
The Suspicious Move Score is an analytical signal, not a verdict. It does not observe intent, does not access anyone's device, and cannot prove that a person used a solver. Use it to decide where to look more closely, ideally across multiple games rather than one move.