Aloïs Rautureau

AI
h-index1
3papers
1citation
Novelty33%
AI Score39

3 Papers

AIMay 12
Toward Modeling Player-Specific Chess Behaviors

Loris Sogliuzzo, Aloïs Rautureau, Eric Piette

While artificial intelligence has achieved superhuman performance in chess, developing models that accurately emulate the individualized decision-making styles of human players remains a significant challenge. Existing human-like chess models capture general population behaviors based on skill levels but fail to reproduce the behavioral characteristics of specific historical champions. Furthermore, the standard evaluation metric, move accuracy, inherently penalizes natural human variance and ignores long-term behavioral consistency, leading to an incomplete assessment of stylistic fidelity. To address these limitations, an architecture is proposed that adapts the unified Maia-2 model to champion-specific embeddings, further enhanced by the integration of a limited Monte Carlo Tree Search (MCTS) process to enrich tactical exploration during move selection. To robustly evaluate this approach, a novel behavioral metric based on the Jensen-Shannon divergence is introduced. By compressing high-dimensional board representations into a latent space using an AutoEncoder and Uniform Manifold Approximation and Projection (UMAP), move distributions are discretized on a common grid to compare behavioral similarities. Results across 16 historical world champions indicate that while integrating MCTS decreases standard move accuracy, it improves stylistic alignment according to the proposed metric, substantially reducing the average Jensen-Shannon divergence. Ultimately, the proposed metric successfully discriminates between individual players and provides promising evidence toward more comprehensive evaluations of behavioral alignment between players and AI models.

AIFeb 26
Generalized Rapid Action Value Estimation in Memory-Constrained Environments

Aloïs Rautureau, Tristan Cazenave, Éric Piette

Generalized Rapid Action Value Estimation (GRAVE) has been shown to be a strong variant within the Monte-Carlo Tree Search (MCTS) family of algorithms for General Game Playing (GGP). However, its reliance on storing additional win/visit statistics at each node makes its use impractical in memory-constrained environments, thereby limiting its applicability in practice. In this paper, we introduce the GRAVE2, GRAVER and GRAVER2 algorithms, which extend GRAVE through two-level search, node recycling, and a combination of both techniques, respectively. We show that these enhancements enable a drastic reduction in the number of stored nodes while matching the playing strength of GRAVE.

AIJul 8, 2025
CogniPlay: a work-in-progress Human-like model for General Game Playing

Aloïs Rautureau, Éric Piette

While AI systems have equaled or surpassed human performance in a wide variety of games such as Chess, Go, or Dota 2, describing these systems as truly "human-like" remains far-fetched. Despite their success, they fail to replicate the pattern-based, intuitive decision-making processes observed in human cognition. This paper presents an overview of findings from cognitive psychology and previous efforts to model human-like behavior in artificial agents, discusses their applicability to General Game Playing (GGP) and introduces our work-in-progress model based on these observations: CogniPlay.