Research
On-device research index

arXiv research

A locally-built, LLM-digested index of recent arXiv papers in quant finance, geometry/topology, and statistical ML — keyword search served straight from SQLite on this machine.

168,657 papers · 148 categories

Trend · papers per month

1345 · Nov 201719922001200920172026
44 results for chess

This paper demonstrates the use of genetic algorithms for evolving: 1) a grandmaster-level evaluation function, and 2) a search mechanism for a chess program, the parameter values of which are initialized randomly. The evaluation function of the program is evolved by learning from databases of (human) grandmaster games…

2017-11-21abs ↗pdf ↗

In this paper we demonstrate how genetic algorithms can be used to reverse engineer an evaluation function's parameters for computer chess. Our results show that using an appropriate expert (or mentor), we can evolve a program that is on par with top tournament-playing chess programs, outperforming a two-time World Com…

2017-11-18abs ↗pdf ↗

Language models trained on chess board states outperform those on moves, even with causal masking.

problem Applying causal masking to spatial data for training unimodal language models.
method Trained bidirectional and causal self-attention models on both spatial (board-based) and sequential (move-based) chess data.
result Models trained on spatial board states achieve stronger playing strength than those trained on sequential data, even with causal masking.

We prove that the homotopy class of a Morin mapping f: P^p --> Q^q with p-q odd contains a cusp mapping. This affirmatively solves a strengthened version of the Chess conjecture [DS Chess, A note on the classes [S_1^k(f)], Proc. Symp. Pure Math., 40 (1983) 221-224] and [VI Arnol'd, VA Vasil'ev, VV Goryunov, OV Lyashenk…

2003-01-31abs ↗pdf ↗

Constructing agents with planning capabilities has long been one of the main challenges in the pursuit of artificial intelligence. Tree-based planning methods have enjoyed huge success in challenging domains, such as chess and Go, where a perfect simulator is available. However, in real-world problems the dynamics gove…

2019-11-19abs ↗pdf ↗

The paper proposes a method to evaluate superhuman models by checking for logical inconsistencies.

problem Evaluating superhuman models when ground truth is hard to obtain.
method A framework using consistency checks to identify logical inconsistencies in model decisions.
result Logical inconsistencies can be discovered in superhuman model decisions across various tasks.

Monte Carlo Tree Search improves financial derivative hedging efficiency.

problem Optimizing pricing and hedging of derivative contracts in incomplete markets.
method Integrates tree search techniques with Reinforcement Learning for optimal control problems.
result Monte Carlo Tree Search outperforms QQ-learning in sample efficiency and learning speed.

ESCHER avoids importance sampling to estimate regret in large games.

problem Estimating Nash equilibria in large games with high variance.
method Computes a history value function to estimate regret without importance sampling.
result ESCHER reduces regret estimation variance significantly compared to existing methods.

In ranking problems, the goal is to learn a ranking function from labeled pairs of input points. In this paper, we consider the related comparison problem, where the label indicates which element of the pair is better, or if there is no significant difference. We cast the learning problem as a margin maximization, and …

2014-01-30abs ↗pdf ↗

The AlphaZero algorithm for the learning of strategy games via self-play, which has produced superhuman ability in the games of Go, chess, and shogi, uses a quantitative reward function for game outcomes, requiring the users of the algorithm to explicitly balance different components of the reward against each other, s…

2019-12-16abs ↗pdf ↗

A core novelty of Alpha Zero is the interleaving of tree search and deep learning, which has proven very successful in board games like Chess, Shogi and Go. These games have a discrete action space. However, many real-world reinforcement learning domains have continuous action spaces, for example in robotic control, na…

2018-05-24abs ↗pdf ↗

Parallelizes MCTS for continuous domains using leaf and root parallelization.

problem Solving challenging tasks in continuous domains using MCTS.
method Extends existing parallelization strategies to continuous domains, focusing on leaf and root parallelization.
result Proposes two final selection strategies for continuous states in root parallelization.

Study shows Elo models fail to accurately measure transitive strength in competitive games.

problem Elo models fail to correctly identify the transitive component in real-world competitive games.
method Investigated the challenge of identifying the transitive component in games, proposed an extension of the Elo score.
result Disc ranking system assigns two scores: skill and consistency.

AR CI framework handles complex confounders and sequential actions.

problem Low-dimensional confounders and singleton actions in causal inference.
method Sequencification to transform data into sequences, enabling CI with complex confounders and sequential actions.
result AR model can estimate multiple causal quantities using a single model, simplifying inference and improving outcome prediction.

Zero-sum games such as chess and poker are, abstractly, functions that evaluate pairs of agents, for example labeling them `winner' and `loser'. If the game is approximately transitive, then self-play generates sequences of agents of increasing strength. However, nontransitive games, such as rock-paper-scissors, can ex…

2019-01-23abs ↗pdf ↗

New approach handles stochastic and partially-observable environments using discrete autoencoders and Monte Carlo tree search.

problem Challenges in planning for stochastic and partially-observable environments.
method Uses discrete autoencoders and a stochastic variant of Monte Carlo tree search.
result Significantly outperforms MuZero on stochastic chess and scales to DeepMind Lab.

The Bradley-Terry model is a popular approach to describe probabilities of the possible outcomes when elements of a set are repeatedly compared with one another in pairs. It has found many applications including animal behaviour, chess ranking and multiclass classification. Numerous extensions of the basic model have a…

2010-11-08abs ↗pdf ↗

A key feature of inductive logic programming (ILP) is its ability to learn first-order programs, which are intrinsically more expressive than propositional programs. In this paper, we introduce techniques to learn higher-order programs. Specifically, we extend meta-interpretive learning (MIL) to support learning higher…

2019-07-25abs ↗pdf ↗

From the early days of computing, games have been important testbeds for studying how well machines can do sophisticated decision making. In recent years, machine learning has made dramatic advances with artificial agents reaching superhuman performance in challenge domains like Go, Atari, and some variants of poker. A…

2019-02-01abs ↗pdf ↗

GPT learns a causal world model from token predictions, validated in game sequences.

problem Does GPT implicitly learn a causal world model from token predictions?
method Derived a causal interpretation of GPT's attention mechanism and proposed zero-shot causal structure learning.
result GPT can generate legal next moves with high confidence for sequences with encoded causal structures, but fails for illegal moves.

Equivariant MuZero improves generalization in procedurally generated environments.

problem Leveraging world models for robust generalization in real-world scenarios.
method Incorporates symmetries of the environment into MuZero's world-model architecture, making MuZero equivariant to certain groups of transformations.
result Improves data efficiency and generalization capabilities, demonstrated on procedurally generated MiniPacman and Chaser.

Zero-sum games have long guided artificial intelligence research, since they possess both a rich strategy space of best-responses and a clear evaluation metric. What's more, competition is a vital mechanism in many real-world multi-agent systems capable of generating intelligent innovations: Darwinian evolution, the ma…

2020-02-27abs ↗pdf ↗

This paper shows using classification instead of regression improves deep RL scalability.

problem Challenges in training value functions for large networks in deep RL.
method Used categorical cross-entropy loss instead of mean squared error regression.
result Significant improvements in performance and scalability across various domains.

HalluWorld benchmarks hallucinations in language models across diverse tasks.

problem Inconsistent benchmarks of hallucination in language models.
method Explicit reference-world formulation, synthetic and semi-synthetic environments, controlled variation of world complexity.
result Models struggle with perceptual hallucination but not multi-step state tracking.

With the scale of data growing every day, reducing the dimensionality (a.k.a. sketching) of high-dimensional data has emerged as a task of paramount importance. Relevant issues to address in this context include the sheer volume of data that may consist of categorical samples, the typically streaming format of acquisit…

2016-09-27abs ↗pdf ↗

The question of aggregating pair-wise comparisons to obtain a global ranking over a collection of objects has been of interest for a very long time: be it ranking of online gamers (e.g. MSR's TrueSkill system) and chess players, aggregating social opinions, or deciding which product to sell based on transactions. In mo…

2012-09-08abs ↗pdf ↗