Related papers: Information and Search in Computer Chess
The basis of the method proposed in this article is the idea that information is one of the most important factors in strategic decisions, including decisions in computer chess and other strategy games. The model proposed in this article…
Many natural processes rely on optimizing the success ratio of a search process. We use an experimental setup consisting of a simple online game in which players have to find a target hidden on a board, to investigate the how the rounds are…
In the post-AlphaGo era, there has been a renewed interest in search techniques such as Monte Carlo Tree Search (MCTS), particularly in their application to Large Language Models (LLMs). This renewed attention is driven by the recognition…
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.…
The presence or absence of winner-loser effects is a widely discussed phenomenon across both sports and psychology research. Investigation of such effects is often hampered by the limited availability of data. Online chess has exploded in…
In imperfect information games (e.g. Bridge, Skat, Poker), one of the fundamental considerations is to infer the missing information while at the same time avoiding the disclosure of private information. Disregarding the issue of protecting…
Game theory has been increasingly applied in settings where the game is not known outright, but has to be estimated by sampling. For example, meta-games that arise in multi-agent evaluation can only be accessed by running a succession of…
In decentralized stochastic control, standard approaches for sequential decision-making, e.g. dynamic programming, quickly become intractable due to the need to maintain a complex information state. Computational challenges are further…
Patterns of wins and losses in pairwise contests, such as occur in sports and games, consumer research and paired comparison studies, and human and animal social hierarchies, are commonly analyzed using probabilistic models that allow one…
Based on decision trees, many fields have arguably made tremendous progress in recent years. In simple words, decision trees use the strategy of "divide-and-conquer" to divide the complex problem on the dependency between input features and…
An almost-perfect chess playing agent has been a long standing challenge in the field of Artificial Intelligence. Some of the recent advances demonstrate we are approaching that goal. In this project, we provide methods for faster training…
In this article we analyze a partial-information Nash Q-learning algorithm for a general 2-player stochastic game. Partial information refers to the setting where a player does not know the strategy or the actions taken by the opposing…
Policy tree search is a family of tree search algorithms that use a policy to guide the search. These algorithms provide guarantees on the number of expansions required to solve a given problem that are based on the quality of the policy.…
This paper suggests a forward-pruning technique for computer chess that uses 'Move Tables', which are like Transposition Tables, but for moves not positions. They use an efficient memory structure and has put the design into the context of…
Advancing planning and reasoning capabilities of Large Language Models (LLMs) is one of the key prerequisites towards unlocking their potential for performing reliably in complex and impactful domains. In this paper, we aim to demonstrate…
This paper introduces a new paradigm for minimax game-tree search algo- rithms. MT is a memory-enhanced version of Pearls Test procedure. By changing the way MT is called, a number of best-first game-tree search algorithms can be simply and…
The exponential growth of data volumes has led to escalating computational costs in machine learning model training. However, many features fail to contribute positively to model performance while consuming substantial computational…
We develop a macro-model of information retrieval process using Game Theory as a mathematical theory of conflicts. We represent the participants of the Information Retrieval process as a game of two abstract players. The first player is the…
We have developed a high-performance Chinese Chess AI that operates without reliance on search algorithms. This AI has demonstrated the capability to compete at a level commensurate with the top 0.1\% of human players. By eliminating the…
This paper considers the distributed strategy design for Nash equilibrium (NE) seeking in multi-cluster games under a partial-decision information scenario. In the considered game, there are multiple clusters and each cluster consists of a…