mlsanityData to 7 Oct 2026

Aligning Superhuman AI with Human Behavior: Chess as a Model System

arXiv 2006.01855 ↗First posted 2 Jun 2020cs.AI cs.CY cs.LGcited by 78

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Abstract (arXiv)

As artificial intelligence becomes increasingly intelligent---in some cases, achieving superhuman performance---there is growing potential for humans to learn from and collaborate with algorithms. However, the ways in which AI systems approach problems are often different from the ways people do, and thus may be uninterpretable and hard to learn from. A crucial step in bridging this gap between human and artificial intelligence is modeling the granular actions that constitute human behavior, rather than simply matching aggregate human performance. We pursue this goal in a model system with a long history in artificial intelligence: chess. The aggregate performance of a chess player unfolds as they make decisions over the course of a game. The hundreds of millions of games played online by players at every skill level form a rich source of data in which these decisions, and their exact context, are recorded in minute detail. Applying existing chess engines to this data, including an open-source implementation of AlphaZero, we find that they do not predict human moves well. We develop and introduce Maia, a customized version of Alpha-Zero trained on human chess games, that predicts human moves at a much higher accuracy than existing engines, and can achieve maximum accuracy when predicting decisions made by players at a specific skill level in a tuneable way. For a dual task of predicting whether a human will make a large mistake on the next move, we develop a deep neural network that significantly outperforms competitive baselines. Taken together, our results suggest that there is substantial promise in designing artificial intelligence systems with human collaboration in mind by first accurately modeling granular human decision-making.

Key facts. Cited by 78 papers in the map (data through 7 Oct 2026). First posted on arXiv 2 Jun 2020.

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Cited by year (2026 to 7 Oct)

Citing papers per year: 2021: 8; 2022: 11; 2023: 3; 2024: 13; 2025: 14; 2026: 29.

78 papers.

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  1. 2021Acquisition of Chess Knowledge in AlphaZerocited by 120
  2. 2021Can You Learn an Algorithm? Generalizing from Easy to Hard Problems with Recurrent Networkscited by 108
  3. 2023ChessGPT: Bridging Policy Learning and Language Modelingcited by 73
  4. 2021Modeling Strong and Human-Like Gameplay with KL-Regularized Searchcited by 50
  5. 2022Imitation Learning by Estimating Expertise of Demonstratorscited by 50
  6. 2024Amortized Planning with Large-Scale Transformers: A Case Study on Chesscited by 45
  7. 2021Reinforcement Learning for Education: Opportunities and Challengescited by 25
  8. 2024Maia-2: A Unified Model for Human-AI Alignment in Chesscited by 24
  9. 2022Detecting Individual Decision-Making Style: Exploring Behavioral Stylometry in Chesscited by 18
  10. 2024Transcendence: Generative Models Can Outperform The Experts That Train Themcited by 18
  11. 2021Reinforcement Learning Under Algorithmic Triagecited by 15
  12. 2021Improving Human Sequential Decision-Making with Reinforcement Learningcited by 12
38 more
  1. 2022Mimetic Models: Ethical Implications of AI that Acts Like Youcited by 11
  2. 2021Measuring the Non-Transitivity in Chesscited by 10
  3. 2024Designing Skill-Compatible AI: Methodologies and Frameworks in Chesscited by 10
  4. 2024Human-aligned Chess with a Bit of Searchcited by 9
  5. 2022From {Solution Synthesis} to {Student Attempt Synthesis} for Block-Based Visual Programming Taskscited by 8
  6. 2022Optimal Behavior Prior: Data-Efficient Human Models for Improved Human-AI Collaborationcited by 8
  7. 2022A Rubric for Human-like Agents and NeuroAIcited by 8
  8. 2025ChessQA: Evaluating Large Language Models for Chess Understandingcited by 8
  9. 2025Learning to Imitate with Less: Efficient Individual Behavior Modeling in Chesscited by 7
  10. 2026Chessformer: A Unified Architecture for Chess Modelingcited by 6
  11. 2022Trucks Don't Mean Trump: Diagnosing Human Error in Image Analysiscited by 4
  12. 2024Checkmating One, by Using Many: Combining Mixture of Experts with MCTS to Improve in Chesscited by 4
  13. 2024Towards Generalizable Agents in Text-Based Educational Environments: A Study of Integrating RL with LLMscited by 4
  14. 2024Policy Learning with a Language Bottleneckcited by 4
  15. 2024Chess Rating Estimation from Moves and Clock Times Using a CNN-LSTMcited by 4
  16. 2024Weak-to-Strong Generalization beyond Accuracy: a Pilot Study in Safety, Toxicity, and Legal Reasoningcited by 4
  17. 2025Learning to Plan via Supervised Contrastive Learning and Strategic Interpolation: A Chess Case Studycited by 4
  18. 2023Information based explanation methods for deep learning agents -- with applications on large open-source chess modelscited by 3
  19. 2023Modeling Boundedly Rational Agents with Latent Inference Budgetscited by 3
  20. 2024Large Language Model Agents for Improving Engagement with Behavior Change Interventions: Application to Digital Mindfulnesscited by 3
  21. 2025Towards properly implementing Theory of Mind in AI systems: An account of four misconceptionscited by 3
  22. 2025ChessArena: A Chess Testbed for Evaluating Strategic Reasoning Capabilities of Large Language Modelscited by 3
  23. 2025Beyond checkmate: exploring the creative chokepoints in AI textcited by 2
  24. 2025Generative Modeling of Individual Behavior at Scalecited by 2
  25. 2026AI for Games in the Foundation Model Eracited by 2
  26. 2022PGD: A Large-scale Professional Go Dataset for Data-driven Analyticscited by 1
  27. 2024Predicting User Perception of Move Brilliance in Chesscited by 1
  28. 2025CogniPlay: a work-in-progress Human-like model for General Game Playingcited by 1
  29. 2026Mixture of Masters: Sparse Chess Language Models with Player Routingcited by 1
  30. 2026Ailed: A Psyche-Driven Chess Engine with Dynamic Emotional Modulationcited by 1
  31. 2026Toward Modeling Player-Specific Chess Behaviorscited by 1
  32. 2026Matilda: Engine-Agnostic Search with Human Policy Guidancecited by 1
  33. 2021Towards Controllable Agent in MOBA Games with Generative Modelingcited by 0
  34. 2022Learning Latent Traits for Simulated Cooperative Driving Taskscited by 0
  35. 2022AI-powered mechanisms as judges: Breaking ties in chesscited by 0
  36. 2022The ProfessionAl Go annotation datasEt (PAGE)cited by 0
  37. 2024XQSV: A Structurally Variable Network to Imitate Human Play in Xiangqicited by 0
  38. 2025A Behavior-Based Knowledge Representation Improves Prediction of Players' Moves in Chess by 25%cited by 0

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