AIMay 12
Toward Modeling Player-Specific Chess BehaviorsLoris 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.
LGJul 1, 2025
Best Agent Identification for General Game PlayingMatthew Stephenson, Alex Newcombe, Eric Piette et al.
We present an efficient and generalised procedure to accurately identify the best performing algorithm for each sub-task in a multi-problem domain. Our approach treats this as a set of best arm identification problems for multi-armed bandits, where each bandit corresponds to a specific task and each arm corresponds to a specific algorithm or agent. We propose an optimistic selection process based on the Wilson score interval (Optimistic-WS) that ranks each arm across all bandits in terms of their potential regret reduction. We evaluate the performance of Optimistic-WS on two of the most popular general game domains, the General Video Game AI (GVGAI) framework and the Ludii general game playing system, with the goal of identifying the highest performing agent for each game within a limited number of trials. Compared to previous best arm identification algorithms for multi-armed bandits, our results demonstrate a substantial performance improvement in terms of average simple regret. This novel approach can be used to significantly improve the quality and accuracy of agent evaluation procedures for general game frameworks, as well as other multi-task domains with high algorithm runtimes.
AISep 20, 2021
Automatic Generation of Board Game ManualsMatthew Stephenson, Eric Piette, Dennis J. N. J. Soemers et al.
In this paper we present a process for automatically generating manuals for board games within the Ludii general game system. This process requires many different sub-tasks to be addressed, such as English translation of Ludii game descriptions, move visualisation, highlighting winning moves, strategy explanation, among others. These aspects are then combined to create a full manual for any given game. This manual is intended to provide a more intuitive explanation of a game's rules and mechanics, particularly for players who are less familiar with the Ludii game description language and grammar.
AIMay 26, 2021
General Game Heuristic Prediction Based on Ludeme DescriptionsMatthew Stephenson, Dennis J. N. J. Soemers, Eric Piette et al.
This paper investigates the performance of different general-game-playing heuristics for games in the Ludii general game system. Based on these results, we train several regression learning models to predict the performance of these heuristics based on each game's description file. We also provide a condensed analysis of the games available in Ludii, and the different ludemes that define them.
LGFeb 24, 2021
Transfer of Fully Convolutional Policy-Value Networks Between Games and Game VariantsDennis J. N. J. Soemers, Vegard Mella, Eric Piette et al.
In this paper, we use fully convolutional architectures in AlphaZero-like self-play training setups to facilitate transfer between variants of board games as well as distinct games. We explore how to transfer trained parameters of these architectures based on shared semantics of channels in the state and action representations of the Ludii general game system. We use Ludii's large library of games and game variants for extensive transfer learning evaluations, in zero-shot transfer experiments as well as experiments with additional fine-tuning time.
AIJan 4, 2021
Strategic Features for General GamesCameron Browne, Dennis J. N. J. Soemers, Eric Piette
This short paper describes an ongoing research project that requires the automated self-play learning and evaluation of a large number of board games in digital form. We describe the approach we are taking to determine relevant features, for biasing MCTS playouts for arbitrary games played on arbitrary geometries. Benefits of our approach include efficient implementation, the potential to transfer learnt knowledge to new contexts, and the potential to explain strategic knowledge embedded in features in human-comprehensible terms.