Related papers: A Methodology for Learning Players' Styles from Ga…
A human-like chess engine should mimic the style, errors, and consistency of a strong human player rather than maximize playing strength. We show that training from move sequences alone forces a model to learn two capabilities: state…
Identifying the configuration of chess pieces from an image of a chessboard is a problem in computer vision that has not yet been solved accurately. However, it is important for helping amateur chess players improve their games by…
Understanding the evolution of human social systems requires flexible formalisms for the emergence of institutions. Although game theory is normally used to model interactions individually, larger spaces of games can be helpful for modeling…
A famous result in game theory known as Zermelo's theorem says that "in chess either White can force a win, or Black can force a win, or both sides can force at least a draw". The present paper extends this result to the class of all…
A co-evolutionary algorithm (CA) based chess player is presented. Implementation details of the algorithms, namely coding, population, variation operators are described. The alpha-beta or mini-max like behaviour of the player is achieved…
We present an end-to-end learning method for chess, relying on deep neural networks. Without any a priori knowledge, in particular without any knowledge regarding the rules of chess, a deep neural network is trained using a combination of…
Traditional esports scouting workflows rely heavily on manual video review and aggregate performance metrics, which often fail to capture the nuanced decision-making patterns necessary to determine if a prospect fits a specific tactical…
This paper presents a novel approach to analyze human decision-making that involves comparing the behavior of professional chess players relative to a computational benchmark of cognitively bounded rationality. This benchmark is constructed…
Image-based sports analytics enable automatic retrieval of key events in a game to speed up the analytics process for human experts. However, most existing methods focus on structured television broadcast video datasets with a straight and…
This paper discusses the effects of social learning in training of game playing agents. The training of agents in a social context instead of a self-play environment is investigated. Agents that use the reinforcement learning algorithms are…
This short note is devoted to the unraveling of the hidden interactivity of ordinary games which is an artefact of predictions of the behaviour of other players by the fixed player and describes deviations of their real behaviour from such…
We propose InfoChess, a symmetric adversarial game that elevates competitive information acquisition to the primary objective. There is no piece capture, removing material incentives that would otherwise confound the role of information.…
For professional basketball, finding valuable and suitable players is the key to building a winning team. To deal with such challenges, basketball managers, scouts and coaches are increasingly turning to analytics. Objective evaluation of…
Knowledge tracing aims to model students' past answer sequences to track the change in their knowledge acquisition during exercise activities and to predict their future learning performance. Most existing approaches ignore the fact that…
We consider the problem of estimating preferences of human agents from data of strategic systems where the agents repeatedly interact. Recently, it was demonstrated that a new estimation method called "quantal regret" produces more accurate…
This work introduces a unified framework for analyzing games in greater depth. In the existing literature, players' strategies are typically assigned scalar values, and equilibrium concepts are used to identify compatible choices. However,…
A large body of research is currently investigating on the connection between machine learning and game theory. In this work, game theory notions are injected into a preference learning framework. Specifically, a preference learning problem…
AI research in chess has been primarily focused on producing stronger agents that can maximize the probability of winning. However, there is another aspect to chess that has largely gone unexamined: its aesthetic appeal. Specifically, there…
The General Video Game AI competitions have been the testing ground for several techniques for game playing, such as evolutionary computation techniques, tree search algorithms, hyper heuristic based or knowledge based algorithms. So far…
Self-play, a learning paradigm where agents iteratively refine their policies by interacting with historical or concurrent versions of themselves or other evolving agents, has shown remarkable success in solving complex non-cooperative…