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AI sustains higher strategic tension than humans in chess

Cerioli, Adamo, Lee, Edward D., Servedio, Vito D. P.

arXiv.org Artificial Intelligence

Complexity Science Hub, Metternichgasse 8, 1030, Vienna, Austria Strategic decision-making involves managing the tension between immediate opportunities and long-term objectives. We study this trade-off in chess by characterizing and comparing dynamics between human vs. human and AI vs. AI games. We propose a network-based metric of piece-to-piece interaction to quantify the ongoing strategic tension on the board. Its evolution in games reveals that the most competitive AI players sustain higher levels of strategic tension for longer durations than elite human players. Cumulative tension varies with algorithmic complexity for AI and correspondingly in human-played games increases abruptly with expertise at about 1600 Elo and again at 2300 Elo. The profiles reveal different approaches. Highly competitive AI tolerates interconnected positions balanced between offensive and defensive tactics over long periods. Human play, in contrast, limits tension and game complexity, which may reflect cognitive limitations and adaptive strategies. The difference may have implications for AI usage in complex, strategic environments. The aphorism that one may have won the battle but lost the war is encapsulated in the notion of a "Pyrrhic victory." Costly short-term wins must be balanced against the longer-term uncertainties, opportunities, or challenges that may emerge in competitive environments.


An Open-Source Reproducible Chess Robot for Human-Robot Interaction Research

Zhang, Renchi, de Winter, Joost, Dodou, Dimitra, Seyffert, Harleigh, Eisma, Yke Bauke

arXiv.org Artificial Intelligence

Recent advancements in AI have sped up the evolution of versatile robot designs. Chess provides a standardized environment that allows for the evaluation of the influence of robot behaviors on human behavior. This article presents an open-source chess robot for humanrobot interaction (HRI) research, specifically focusing on verbal and non-verbal interactions. OpenChessRobot recognizes chess pieces using computer vision, executes moves, and interacts with the human player using voice and robotic gestures. We detail the software design, provide quantitative evaluations of the robot's efficacy and offer a guide for its reproducibility. Keywords: Artificial Intelligence, Chess, Human-robot Interaction, Open-source, Transfer Learning 1. Introduction Robots are becoming increasingly common across a variety of traditionally human-controlled domains. Examples range from automated mowers that maintain community lawns to robots in assembly lines and agricultural settings. Recent scientific advancements in AI have enabled new opportunities for intelligent sensing, reasoning, and acting by robots. In particular, the rapid development of large language models, such as ChatGPT, and vision-language models, have lowered the barrier of human-to-robot communication by being able to transform text and images into interpretable actions or vice versa. As technology advances, it is likely that robots will attain greater capabilities and will be able to tackle tasks previously within the exclusive realm of human expertise. This ongoing evolution may also lead to closer and more productive interactions between humans and robots. At the same time, integrating different AI-based robotic components remains a challenge, and the human-robot interaction (HRI) field lags in terms of endorsing reproducibility principles (Gunes et al., 2022). Encouraging transparent and reproducible research, therefore, remains an ongoing task. Furthermore, chess has played an important role in advancing the field of AI, starting with Claude Shannon's chess-playing algorithm (Shannon, 1950) to the success of IBM's Deep Blue (Campbell et al., 2002) and DeepMind's self-play learning algorithm (Silver et al., 2018). In this paper, we incorporate modern AI algorithms into the design of a chess-playing robot to be used for studying HRI. HRI research may benefit from a chess-based setup because the game of chess provides a controlled rule-based environment in which the impact of robots on human players can be precisely measured.


"Hunt Takes Hare": Theming Games Through Game-Word Vector Translation

Younès, Rabii, Michael, Cook

arXiv.org Artificial Intelligence

A game's theme is an important part of its design -- it conveys narrative information, rhetorical messages, helps the player intuit strategies, aids in tutorialisation and more. Thematic elements of games are notoriously difficult for AI systems to understand and manipulate, however, and often rely on large amounts of hand-written interpretations and knowledge. In this paper we present a technique which connects game embeddings, a recent method for modelling game dynamics from log data, and word embeddings, which models semantic information about language. We explain two different approaches for using game embeddings in this way, and show evidence that game embeddings enhance the linguistic translations of game concepts from one theme to another, opening up exciting new possibilities for reasoning about the thematic elements of games in the future.


Exploring Collaboration Mechanisms for LLM Agents: A Social Psychology View

Zhang, Jintian, Xu, Xin, Deng, Shumin

arXiv.org Artificial Intelligence

As Natural Language Processing (NLP) systems are increasingly employed in intricate social environments, a pressing query emerges: Can these NLP systems mirror human-esque collaborative intelligence, in a multi-agent society consisting of multiple large language models (LLMs)? This paper probes the collaboration mechanisms among contemporary NLP systems by melding practical experiments with theoretical insights. We fabricate four unique `societies' comprised of LLM agents, where each agent is characterized by a specific `trait' (easy-going or overconfident) and engages in collaboration with a distinct `thinking pattern' (debate or reflection). Evaluating these multi-agent societies on three benchmark datasets, we discern that LLM agents navigate tasks by leveraging diverse social behaviors, from active debates to introspective reflections. Notably, certain collaborative strategies only optimize efficiency (using fewer API tokens), but also outshine previous top-tier approaches. Moreover, our results further illustrate that LLM agents manifest human-like social behaviors, such as conformity or majority rule, mirroring foundational Social Psychology theories. In conclusion, we integrate insights from Social Psychology to contextualize the collaboration of LLM agents, inspiring further investigations into the collaboration mechanism for LLMs. We commit to sharing our code and datasets (already submitted in supplementary materials), hoping to catalyze further research in this promising avenue (All code and data are available at \url{https://github.com/zjunlp/MachineSoM}.).


Chess robot breaks finger of seven-year-old boy during tournament in Russia

Daily Mail - Science & tech

A chess-playing robot broke a child's finger during a tournament in Russia last week, with the incident being captured in CCTV footage. The robot grabbed the seven-year-old boy's finger because it was confused by his overly-quick movements, Russian media outlets reported, quoting the President of the Moscow Chess Federation - who seemingly blamed the child. 'The robot broke the child's finger - this, of course, is bad,' Sergey Lazarev told Russia's TASS news agency, while distancing his organisation from the robot. The incident occurred at the Moscow Open on July 19. Lazarev said that the federation had rented the robot for the event, which ran from July 13 to 21. Lazarev said that the machine had been hired for many previous events without incident, saying the boy went to move a piece too quickly after making a move.


Method for making multi-attribute decisions in wargames by combining intuitionistic fuzzy numbers with reinforcement learning

Sun, Yuxiang, Yuan, Bo, Xue, Yufan, Zhou, Jiawei, Zhang, Xiaoyu, Zhou, Xianzhong

arXiv.org Artificial Intelligence

Researchers are increasingly focusing on intelligent games as a hot research area.The article proposes an algorithm that combines the multi-attribute management and reinforcement learning methods, and that combined their effect on wargaming, it solves the problem of the agent's low rate of winning against specific rules and its inability to quickly converge during intelligent wargame training.At the same time, this paper studied a multi-attribute decision making and reinforcement learning algorithm in a wargame simulation environment, and obtained data on red and blue conflict.Calculate the weight of each attribute based on the intuitionistic fuzzy number weight calculations. Then determine the threat posed by each opponent's chess pieces.Using the red side reinforcement learning reward function, the AC framework is trained on the reward function, and an algorithm combining multi-attribute decision-making with reinforcement learning is obtained. A simulation experiment confirms that the algorithm of multi-attribute decision-making combined with reinforcement learning presented in this paper is significantly more intelligent than the pure reinforcement learning algorithm.By resolving the shortcomings of the agent's neural network, coupled with sparse rewards in large-map combat games, this robust algorithm effectively reduces the difficulties of convergence. It is also the first time in this field that an algorithm design for intelligent wargaming combines multi-attribute decision making with reinforcement learning.Attempt interdisciplinary cross-innovation in the academic field, like designing intelligent wargames and improving reinforcement learning algorithms.


matou/3d-printer-chess

#artificialintelligence

This code and 3D models allow you to make a chess robot out of your 3D printer. The 3D models contain files for a mechanical gripper that attaches to the print head of the printer and can move chess pieces around. A well-grippable 3d-printable chess set is also included. The code sends commands to an Octoprint instance to move the gripper. I've documented this project on YouTube.


Chess2vec: Learning Vector Representations for Chess

Kapicioglu, Berk, Iqbal, Ramiz, Koc, Tarik, Andre, Louis Nicolas, Volz, Katharina Sophia

arXiv.org Artificial Intelligence

We conduct the first study of its kind to generate and evaluate vector representations for chess pieces. In particular, we uncover the latent structure of chess pieces and moves, as well as predict chess moves from chess positions. We share preliminary results which anticipate our ongoing work on a neural network architecture that learns these embeddings directly from supervised feedback. The fundamental challenge for machine learning based chess programs is to learn the mapping between chess positions and optimal moves [5, 3, 7]. A chess position is a description of where pieces are located on the chessboard. In learning, chess positions are typically represented as bitboard representations [1]. A bitboard is a 8 8 binary matrix, same dimensions as the chessboard, and each bitboard is associated with a particular piece type (e.g.


Simulation Model of Two-Robot Cooperation in Common Operating Environment

Vilisov, V. Ya., Murashkin, B. Yu., Kulikov, A. I.

arXiv.org Artificial Intelligence

The article considers a simulation modelling problem related to the chess game process occurring between two three-tier manipulators. The objective of the game construction lies in developing the procedure of effective control of the autonomous manipulator robots located in a common operating environment. The simulation model is a preliminary stage of building a natural complex that would provide cooperation of several manipulator robots within a common operating environment. The article addresses issues of training and research.


Robot Arm, Chess Computer Vision - Daniel's Blog

#artificialintelligence

The game of chess is one of the world's most popular two-player board games. I often times find myself wanting to play even when no one is around to play. One solution to this problem is to play chess on a computer or mobile device against. However, many people would agree with me in thinking that playing a virtual game of chess is a completely different experience than playing a physical game of chess. For this reason, I intend to use this project as an opportunity to build a 6 degree of freedom robotic arm that will take the place of an opponent in a physical game of Chess.