mlsanityData to 7 Oct 2026

Learning Models of Individual Behavior in Chess

arXiv 2008.10086 ↗First posted 23 Aug 2020cs.AI cs.CY cs.LGcited by 22

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Abstract (arXiv)

AI systems that can capture human-like behavior are becoming increasingly useful in situations where humans may want to learn from these systems, collaborate with them, or engage with them as partners for an extended duration. In order to develop human-oriented AI systems, the problem of predicting human actions -- as opposed to predicting optimal actions -- has received considerable attention. Existing work has focused on capturing human behavior in an aggregate sense, which potentially limits the benefit any particular individual could gain from interaction with these systems. We extend this line of work by developing highly accurate predictive models of individual human behavior in chess. Chess is a rich domain for exploring human-AI interaction because it combines a unique set of properties: AI systems achieved superhuman performance many years ago, and yet humans still interact with them closely, both as opponents and as preparation tools, and there is an enormous corpus of recorded data on individual player games. Starting with Maia, an open-source version of AlphaZero trained on a population of human players, we demonstrate that we can significantly improve prediction accuracy of a particular player's moves by applying a series of fine-tuning methods. Furthermore, our personalized models can be used to perform stylometry -- predicting who made a given set of moves -- indicating that they capture human decision-making at an individual level. Our work demonstrates a way to bring AI systems into better alignment with the behavior of individual people, which could lead to large improvements in human-AI interaction.

Key facts. Cited by 22 papers in the map (data through 7 Oct 2026). First posted on arXiv 23 Aug 2020.

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Citing papers per year: 2022: 1; 2023: 1; 2024: 4; 2025: 3; 2026: 13.

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  1. 2024Amortized Planning with Large-Scale Transformers: A Case Study on Chesscited by 45
  2. 2024Maia-2: A Unified Model for Human-AI Alignment in Chesscited by 24
  3. 2025Learning to Imitate with Less: Efficient Individual Behavior Modeling in Chesscited by 7
  4. 2026Chessformer: A Unified Architecture for Chess Modelingcited by 6
  5. 2024Checkmating One, by Using Many: Combining Mixture of Experts with MCTS to Improve in Chesscited by 4
  6. 2024Chess Rating Estimation from Moves and Clock Times Using a CNN-LSTMcited by 4
  7. 2023Modeling Boundedly Rational Agents with Latent Inference Budgetscited by 3
  8. 2025Generative Modeling of Individual Behavior at Scalecited by 2
  9. 2026AI for Games in the Foundation Model Eracited by 2
  10. 2026Mixture of Masters: Sparse Chess Language Models with Player Routingcited by 1
  11. 2026Ailed: A Psyche-Driven Chess Engine with Dynamic Emotional Modulationcited by 1
  12. 2026Matilda: Engine-Agnostic Search with Human Policy Guidancecited by 1
10 more
  1. 2022The ProfessionAl Go annotation datasEt (PAGE)cited by 0
  2. 2025Play Style Identification Using Low-Level Representations of Play Traces in MicroRTScited by 0
  3. 2026How Much Can a Few Engine Moves Help? Quantifying Limited Cheating in Chesscited by 0
  4. 2026Personality Requires Struggle: Three Regimes of the Baldwin Effect in Neuroevolved Chess Agentscited by 0
  5. 2026Improving Human Performance with Value-Aware Interventions: A Case Study in Chesscited by 0
  6. 2026BEACON: A Multimodal Dataset for Learning Behavioral Fingerprints from Gameplay Datacited by 0
  7. 2026ChessMimic: Per-Rating Transformer Models for Human Move, Clock, and Outcome Prediction in Online Blitz Chesscited by 0
  8. 2026Towards Learning Representations of Policies in Two-Player Zero-Sum Imperfect-Information Gamescited by 0
  9. 2026Otter: A Time-Aware, History-Conditioned Human Chess AIcited by 0
  10. 2026Discovering High-Quality Chess Puzzles with Offline Reinforcement Learningcited by 0