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 evaluation




ChessGPT: Bridging Policy Learning and Language Modeling Xidong Feng

Neural Information Processing Systems

Chess, one of the oldest and most universally played board games, presents an ideal testbed due to the wealth of both policy data and language data. In terms of policy data, it is reported that over ten million games are played daily on Chess.com, the most frequented online chess platform.


Model Details

Neural Information Processing Systems

We decreased the confidence threshold to 0.1 to increase article and headline The following specifications were used: { resolution: 256, learning rate: 2e-3 }. This limit is binding for common words, e.g., "the". The recognizer is trained using the Supervised Contrastive ("SupCon") loss function [7], a gener-45 In particular, we work with the "outside" SupCon loss formulation We use a MobileNetV3 (Small) encoder pre-trained on ImageNet1k sourced from the timm [19] We use 0.1 as the temperature for Center Cropping, to avoid destroying too much information. C (Small) model that is developed in [2] for character recognition. If multiple article bounding boxes satisfy these rules for a given headline, then we take the highest.