Related papers: Toward Modeling Player-Specific Chess Behaviors
Designing agents that are able to achieve different play-styles while maintaining a competitive level of play is a difficult task, especially for games for which the research community has not found super-human performance yet, like…
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…
It has long been believed that Chess is the \emph{Drosophila} of Artificial Intelligence (AI). Studying Chess can productively provide valid knowledge about complex systems. Although remarkable progress has been made on solving Chess, the…
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…
Chess has long served as a canonical testbed for artificial intelligence, but modeling approaches for its central tasks have diverged. Maximizing playing strength, predicting human play, and enabling interpretability are typically solved…
Strategic decision-making requires balancing immediate opportunities against long-term objectives: a tension fundamental to competitive environments. We investigate this trade-off in chess by analyzing the dynamics of human and AI gameplay…
With the rapid development of electronic science and technology, the research on wearable devices is constantly updated, but for now, it is not comprehensive for wearable devices to recognize and analyze the movement of specific sports.…
This paper proposes using a linear function approximator, rather than a deep neural network (DNN), to bias a Monte Carlo tree search (MCTS) player for general games. This is unlikely to match the potential raw playing strength of DNNs, but…
We seek measurable properties of AI agents that make them better or worse teammates from the subjective perspective of human collaborators. Our experiments use the cooperative card game Hanabi -- a common benchmark for AI-teaming research.…
We describe a preliminary investigation into learning a Chess player's style from game records. The method is based on attempting to learn features of a player's individual evaluation function using the method of temporal differences, with…
On playing video games, different players usually have their own playstyles. Recently, there have been great improvements for the video game AIs on the playing strength. However, past researches for analyzing the behaviors of players still…
Games are often designed to shape player behavior in a desired way; however, it can be unclear how design decisions affect the space of behaviors in a game. Designers usually explore this space through human playtesting, which can be…
Powerful artificial intelligence systems are often used in settings where they must interact with agents that are computationally much weaker, for example when they work alongside humans or operate in complex environments where some tasks…
Recently, Artificial Intelligence (AI) technology use has been rising in sports to reach decisions of various complexity. At a relatively low complexity level, for example, major tennis tournaments replaced human line judges with Hawk-Eye…
Do AI systems truly understand human concepts or merely mimic surface patterns? We investigate this through chess, where human creativity meets precise strategic concepts. Analyzing a 270M-parameter transformer that achieves…
Modern chess language models are dense transformers trained on millions of games played by thousands of high-rated individuals. However, these monolithic networks tend to collapse into mode-averaged behavior, where stylistic boundaries are…
Nash equilibrium is a central concept in game theory. Several Nash solvers exist, yet none scale to normal-form games with many actions and many players, especially those with payoff tensors too big to be stored in memory. In this work, we…
Current chess rating systems update ratings incrementally and may not always accurately reflect a player's true strength at all times, especially for rapidly improving players or very rusty players. To overcome this, we explore a method to…
This paper presents a novel approach to automated playtesting for the prediction of human player behavior and experience. It has previously been demonstrated that Deep Reinforcement Learning (DRL) game-playing agents can predict both game…
Achieving human-AI alignment in complex multi-agent games is crucial for creating trustworthy AI agents that enhance gameplay. We propose a method to evaluate this alignment using an interpretable task-sets framework, focusing on high-level…