Related papers: Inferring Piece Value in Chess and Chess Variants
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…
This paper proposes a piecewise autoregression for general integer-valued time series. The conditional mean of the process depends on a parameter which is piecewise constant over time. We derive an inference procedure based on a penalized…
Human preference or taste within any domain is usually a difficult thing to identify or predict with high probability. In the domain of chess problem composition, the same is true. Traditional machine learning approaches tend to focus on…
The Elo system for rating chess players, also used in other games and sports, was adopted by the World Chess Federation over four decades ago. Although not without controversy, it is accepted as generally reliable and provides a method for…
Endgame studies have long served as a tool for testing human creativity and intelligence. We find that they can serve as a tool for testing machine ability as well. Two of the leading chess engines, Stockfish and Leela Chess Zero (LCZero),…
In this paper, I formalize intelligence measurement in games by introducing mechanisms that assign a real number -- interpreted as an intelligence score -- to each player in a game. This score quantifies the ex-post strategic ability of the…
A hockey player's plus-minus measures the difference between goals scored by and against that player's team while the player was on the ice. This measures only a marginal effect, failing to account for the influence of the others he is…
Prediction is a well-studied machine learning task, and prediction algorithms are core ingredients in online products and services. Despite their centrality in the competition between online companies who offer prediction-based products,…
Predicting player behavior in strategic games, especially complex ones like chess, presents a significant challenge. The difficulty arises from several factors. First, the sheer number of potential outcomes stemming from even a single…
We propose a player rating mechanism for Counter-Strike: Global Offensive (CS ), a popular e-sport, by analyzing players' Plus/Minus values. The Plus/Minus value represents the average point difference between a player's team and the…
This report presents Giraffe, a chess engine that uses self-play to discover all its domain-specific knowledge, with minimal hand-crafted knowledge given by the programmer. Unlike previous attempts using machine learning only to perform…
We develop a flexible stochastic approximation framework for analyzing the long-run behavior of learning in games (both continuous and finite). The proposed analysis template incorporates a wide array of popular learning algorithms,…
Suppose some cleverness score parameter is sufficiently interesting to be defined and then measured, perhaps for different strata of specialists or for the broader population. Such phenomena could have Gaussian distributions, when it comes…
This article describes an application of three well-known statistical methods in the field of game-tree search: using a large number of classified Othello positions, feature weights for evaluation functions with a game-phase-independent…
This paper uses chess, a landmark planning problem in AI, to assess transformers' performance on a planning task where memorization is futile $\unicode{x2013}$ even at a large scale. To this end, we release ChessBench, a large-scale…
An increasing number of domains are providing us with detailed trace data on human decisions in settings where we can evaluate the quality of these decisions via an algorithm. Motivated by this development, an emerging line of work has…
We introduce quantitative reductions, a novel technique for structuring the space of quantitative games and solving them that does not rely on a reduction to qualitative games. We show that such reductions exhibit the same desirable…
Since the advent of computers, many tasks which required humans to spend a lot of time and energy have been trivialized by the computers' ability to perform repetitive tasks extremely quickly. Playing chess is one such task. It was one of…
Automatic chess problem or puzzle composition typically involves generating and testing various different positions, sometimes using particular piece sets. Once a position has been generated, it is then usually tested for positional…
While the existence of many security elements can be measured (e.g., vulnerabilities, security controls, or privacy controls), it is challenging to measure their relative security impact. In the physical world we can often measure the…