mlsanityData to 14 Oct 2026

Measuring the Non-Transitivity in Chess

arXiv 2110.11737 ↗First posted 22 Oct 2021cs.AI cs.MAcited by 10

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Abstract (arXiv)

It has long been believed that Chess is the Drosophila of Artificial Intelligence (AI). Studying Chess can productively provide valid knowledge about complex systems. Although remarkable progress has been made on solving Chess, the geometrical landscape of Chess in the strategy space is still mysterious. Judging on AI-generated strategies, researchers hypothesised that the strategy space of Chess possesses a spinning top geometry, with the upright axis representing the transitive dimension (e.g., A beats B, B beats C, A beats C), and the radial axis representing the non-transitive dimension (e.g., A beats B, B beats C, C beats A). However, it is unclear whether such a hypothesis holds for real-world strategies. In this paper, we quantify the non-transitivity in Chess through real-world data from human players. Specifically, we performed two ways of non-transitivity quantifications -- Nash Clustering and counting the number of Rock-Paper-Scissor cycles -- on over one billion match data from Lichess and FICS. Our findings positively indicate that the strategy space occupied by real-world Chess strategies demonstrates a spinning top geometry, and more importantly, there exists a strong connection between the degree of non-transitivity and the progression of a Chess player's rating. In particular, high degrees of non-transitivity tend to prevent human players from making progress on their Elo rating, whereas progressions are easier to make at the level of ratings where the degree of non-transitivity is lower. Additionally, we also investigate the implication of the degree of non-transitivity for population-based training methods. By considering fixed-memory Fictitious Play as a proxy, we reach the conclusion that maintaining large-size and diverse populations of strategies is imperative to training effective AI agents in solving Chess types of games.

Key facts. Cited by 10 papers in the map (data through 14 Oct 2026). Builds on 13 of its 40 references that are in the map. First posted on arXiv 22 Oct 2021.

Builds on

13 of 40 references.

References · 13

  1. 2017Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithmcited by 734
  2. 2019OpenSpiel: A Framework for Reinforcement Learning in Gamescited by 186
  3. 2019Open-ended Learning in Symmetric Zero-sum Gamescited by 96
  4. 2020Game-Theoretic Multiagent Reinforcement Learningcited by 94
  5. 2020Aligning Superhuman AI with Human Behavior: Chess as a Model Systemcited by 79
  6. 2020Real World Games Look Like Spinning Topscited by 66
  7. 2018Re-evaluating Evaluationcited by 47
  8. 2021Modelling Behavioural Diversity for Learning in Open-Ended Gamescited by 39
  9. 2021Diverse Auto-Curriculum is Critical for Successful Real-World Multiagent Learning Systemscited by 24
  10. 2021MALib: A Parallel Framework for Population-based Multi-agent Reinforcement Learningcited by 23
  11. 2021On the Complexity of Computing Markov Perfect Equilibrium in General-Sum Stochastic Gamescited by 19
  12. 2021Online Double Oraclecited by 18
1 more
  1. 2021Unifying Behavioral and Response Diversity for Open-ended Learning in Zero-sum Gamescited by 14

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Cited by year (2026 to 14 Oct)

Citing papers per year: 2021: 3; 2022: 2; 2023: 2; 2024: 2; 2025: 0; 2026: 1.

10 papers.