{"title":"Playing Chess at a Human Desired Level and Style","authors":"Hanan Rosemarin, Ariel Rosenfeld","doi":"10.1145/3349537.3351904","DOIUrl":null,"url":null,"abstract":"Human chess players prefer training with human opponents over chess agents as the latter are distinctively different in level and style than humans. Chess agents designed for human-agent play are capable of adjusting their level, however their style is not aligned with that of human players. In this paper, we propose a novel approach for designing such agents by integrating the theory of chess players' decision-making with a state-of-the-art Monte Carlo Tree Search (MCTS) algorithm. We demonstrate the benefits of our approach using two sets of analyses. Quantitatively, we establish that the agents attain their desired Elo ratings. Qualitatively, through a Turing-inspired test with a human chess expert, we show that our agents are indistinguishable from human players.","PeriodicalId":188834,"journal":{"name":"Proceedings of the 7th International Conference on Human-Agent Interaction","volume":"31 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 7th International Conference on Human-Agent Interaction","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3349537.3351904","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 6
Abstract
Human chess players prefer training with human opponents over chess agents as the latter are distinctively different in level and style than humans. Chess agents designed for human-agent play are capable of adjusting their level, however their style is not aligned with that of human players. In this paper, we propose a novel approach for designing such agents by integrating the theory of chess players' decision-making with a state-of-the-art Monte Carlo Tree Search (MCTS) algorithm. We demonstrate the benefits of our approach using two sets of analyses. Quantitatively, we establish that the agents attain their desired Elo ratings. Qualitatively, through a Turing-inspired test with a human chess expert, we show that our agents are indistinguishable from human players.