Goto

Collaborating Authors

 Chess


HalluWorld: A Controlled Benchmark for Hallucination via Reference World Models

arXiv.org Machine Learning

Hallucination remains a central failure mode of large language models, but existing benchmarks operationalize it inconsistently across tasks such as summarization, question answering, retrieval-augmented generation, and agentic interaction. This fragmentation makes it unclear whether a mitigation that works in one setting actually reduces hallucinations across contexts. Current hallucination benchmarks either require human annotation and fixed references that may eventually be memorized, or rely on naturalistic observations often recorded in settings that are difficult to reproduce or test systematically. To enable further research on the root causes of hallucination, we introduce HALLUWORLD, an extensible benchmark framework grounded in an explicit reference-world formulation: a model hallucinates when it produces an observable claim that is false with respect to this reference world. Building on this view, we construct a family of synthetic and semi-synthetic benchmark environments in which the reference world is fully specified, the model's observable view is controlled, and hallucination labels can be generated automatically by construction. HALLUWORLD spans multiple settings that are classically representative for AI, i.e., gridworlds, chess, and realistic terminal tasks. This enables controlled variation of key factors such as world complexity, observability, temporal change, and source-conflict policy, allowing us to disentangle hallucinations into more fine-grained error categories. We evaluate frontier and open-weight language models across these settings and find consistent patterns across domains: perceptual hallucination on directly observed information is near-solved for frontier models, while multi-step state tracking and causal forward simulation are still difficult for frontier models, and are not generally solved by extended thinking.


EasyToHard

Neural Information Processing Systems

Deep neural networks are powerful machines for visual pattern recognition, but reasoning tasks that are easy for humans may still be difficult for neural models. Humans possess the ability to extrapolate reasoning strategies learned on simple problems to solve harder examples, often by thinking for longer. For example, a person who has learned to solve small mazes can easily extend the very same search techniques to solve much larger mazes by spending more time. In computers, this behavior is often achieved through the use of algorithms, which scale to arbitrarily hard problem instances at the cost of more computation. In contrast, the sequential computing budget of feed-forward neural networks is limited by their depth, and networks trained on simple problems have no way of extending their reasoning to accommodate harder problems. In this work, we show that recurrent networks trained to solve simple problems with few recurrent steps can indeed solve much more complex problems simply by performing additional recurrences during inference. We demonstrate this algorithmic behavior of recurrent networks on prefix sum computation, mazes, and chess. In all three domains, networks trained on simple problem instances are able to extend their reasoning abilities at test time simply by "thinking for longer."


1 Game Dataset 2 Language Dataset Online Game Pro Game General Text Wiki Puzzle Book

Neural Information Processing Systems

When solving decision-making tasks, humans typically depend on information from two key sources: (1) Historical policy data, which provides interaction replay from the environment, and (2) Analytical insights in natural language form, exposing the invaluable thought process or strategic considerations. Despite this, the majority of preceding research focuses on only one source: they either use historical replay exclusively to directly learn policy or value functions, or engaged in language model training utilizing mere language corpus. In this paper, we argue that a powerful autonomous agent should cover both sources. Thus, we propose ChessGPT, a GPT model bridging policy learning and language modeling by integrating data from these two sources in Chess games. Specifically, we build a large-scale game and language dataset related to chess.


Appendix for Deep Synoptic Monte Carlo Planning in Reconnaissance Blind Chess

Neural Information Processing Systems

Table 2, Table 3, and Table 4 provide top-1 action, top-5 action, and winner accuracies, respectively, between each headset in the neural network. Figure 1 shows game length distributions for each headset. The synopsis features were hand-designed. Many of them are natural given the rules of chess. Some of them are near duplicates of each other.



Elo Uncovered: Robustness and Best Practices in Language Model Evaluation

Neural Information Processing Systems

In Natural Language Processing (NLP), the Elo rating system, originally designed for ranking players in dynamic games such as chess, is increasingly being used to evaluate Large Language Models (LLMs) through A vs B paired comparisons.However, while popular, the system's suitability for assessing entities with constant skill levels, such as LLMs, remains relatively unexplored. We study two fundamental axioms that evaluation methods should adhere to: reliability and transitivity. We conduct an extensive evaluation of Elo behavior across simulated and real-world scenarios, demonstrating that individual Elo computations can exhibit significant volatility.We show that both axioms are not always satisfied, raising questions about the reliability of current comparative evaluations of LLMs.If the current use of Elo scores is intended to substitute the costly head-to-head comparison of LLMs, it is crucial to ensure the ranking is as robust as possible.Guided by the axioms, our findings offer concrete guidelines for enhancing the reliability of LLM evaluation methods, suggesting a need for reassessment of existing comparative approaches.


Amortized Planning with Large-Scale Transformers: A Case Study on Chess

Neural Information Processing Systems

This paper uses chess, a landmark planning problem in AI, to assess transformers' performance on a planning task where memorization is futile -- even at a large scale. To this end, we release ChessBench, a large-scale benchmark dataset of 10 million chess games with legal move and value annotations (15 billion data points) provided by Stockfish 16, the state-of-the-art chess engine. We train transformers with up to 270 million parameters on ChessBench via supervised learning and perform extensive ablations to assess the impact of dataset size, model size, architecture type, and different prediction targets (state-values, action-values, and behavioral cloning). Our largest models learn to predict action-values for novel boards quite accurately, implying highly non-trivial generalization. Despite performing no explicit search, our resulting chess policy solves challenging chess puzzles and achieves a surprisingly strong Lichess blitz Elo of 2895 against humans (grandmaster level). We also compare to Leela Chess Zero and AlphaZero (trained without supervision via self-play) with and without search. We show that, although a remarkably good approximation of Stockfish's search-based algorithm can be distilled into large-scale transformers via supervised learning, perfect distillation is still beyond reach, thus making ChessBench well-suited for future research.


Medieval chess was more inclusive than the world around it

Popular Science

Black, white, Muslim, or Christian: Players found common ground across the board. A black chess player about to win against a light-skinned cleric. Breakthroughs, discoveries, and DIY tips sent six days a week. Chess is widely seen as a great equalizer. Players from every social, racial, and economic class have squared off across the board for nearly 1,500 years, with victories determined solely by skill and strategy.


Maia-2: A Unified Model for Human-AI Alignment in Chess

Neural Information Processing Systems

There are an increasing number of domains in which artificial intelligence (AI) systems both surpass human ability and accurately model human behavior. This introduces the possibility of algorithmically-informed teaching in these domains through more relatable AI partners and deeper insights into human decision-making. Critical to achieving this goal, however, is coherently modeling human behavior at various skill levels. Chess is an ideal model system for conducting research into this kind of human-AI alignment, with its rich history as a pivotal testbed for AI research, mature superhuman AI systems like AlphaZero, and precise measurements of skill via chess rating systems. Previous work in modeling human decision-making in chess uses completely independent models to capture human style at different skill levels, meaning they lack coherence in their ability to adapt to the full spectrum of human improvement and are ultimately limited in their effectiveness as AI partners and teaching tools. In this work, we propose a unified modeling approach for human-AI alignment in chess that coherently captures human style across different skill levels and directly captures how people improve. Recognizing the complex, non-linear nature of human learning, we introduce a skill-aware attention mechanism to dynamically integrate players' strengths with encoded chess positions, enabling our model to be sensitive to evolving player skill. Our experimental results demonstrate that this unified framework significantly enhances the alignment between AI and human players across a diverse range of expertise levels, paving the way for deeper insights into human decision-making and AI-guided teaching tools.


Enhancing Chess Reinforcement Learning with Graph Representation

Neural Information Processing Systems

Mastering games is a hard task, as games can be extremely complex, and still fundamentally different in structure from one another. While the AlphaZero algorithm has demonstrated an impressive ability to learn the rules and strategy of a large variety of games, ranging from Go and Chess, to Atari games, its reliance on extensive computational resources and rigid Convolutional Neural Network (CNN) architecture limits its adaptability and scalability. A model trained to play on a $19\times 19$ Go board cannot be used to play on a smaller $13\times 13$ board, despite the similarity between the two Go variants.In this paper, we focus on Chess, and explore using a more generic Graph-based Representation of a game state, rather than a grid-based one, to introduce a more general architecture based on Graph Neural Networks (GNN). We also expand the classical Graph Attention Network (GAT) layer to incorporate edge-features, to naturally provide a generic policy output format.Our experiments, performed on smaller networks than the initial AlphaZero paper, show that this new architecture outperforms previous architectures with a similar number of parameters, being able to increase playing strength an order of magnitude faster.