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.
| Original language | English |
|---|---|
| Title of host publication | HAI 2019 - Proceedings of the 7th International Conference on Human-Agent Interaction |
| Publisher | Association for Computing Machinery, Inc |
| Pages | 76-80 |
| Number of pages | 5 |
| ISBN (Electronic) | 9781450369220 |
| DOIs | |
| State | Published - 25 Sep 2019 |
| Event | 7th International Conference on Human-Agent Interaction, HAI 2019 - Kyoto, Japan Duration: 6 Oct 2019 → 10 Oct 2019 |
Publication series
| Name | HAI 2019 - Proceedings of the 7th International Conference on Human-Agent Interaction |
|---|
Conference
| Conference | 7th International Conference on Human-Agent Interaction, HAI 2019 |
|---|---|
| Country/Territory | Japan |
| City | Kyoto |
| Period | 6/10/19 → 10/10/19 |
Bibliographical note
Publisher Copyright:© 2019 ACM.
Keywords
- Chess
- Game playing agents
- Human-agent play
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