Playing Chess at a Human Desired Level and Style

Hanan Rosemarin, Ariel Rosenfeld
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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.
以人类期望的水平和风格下棋
人类棋手更喜欢与人类对手一起训练,而不是与国际象棋代理,因为后者在水平和风格上都与人类有明显不同。为人类智能体设计的国际象棋智能体能够调整自己的水平,但它们的风格与人类玩家的风格并不一致。在本文中,我们提出了一种通过将棋手决策理论与最先进的蒙特卡洛树搜索(MCTS)算法相结合来设计这种智能体的新方法。我们使用两组分析来演示我们的方法的好处。定量地,我们确定代理达到他们期望的Elo评级。定性地说,通过与人类国际象棋专家进行图灵启发的测试,我们表明我们的智能体与人类棋手没有区别。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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