AlphaDDA: Strategies for Adjusting the Playing Strength of a Fully Trained AlphaZero System to a Suitable Human Training Partner
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Abstract (arXiv)
Artificial intelligence (AI) has achieved superhuman performance in board games such as Go, chess, and Othello (Reversi). In other words, the AI system surpasses the level of a strong human expert player in such games. In this context, it is difficult for a human player to enjoy playing the games with the AI. To keep human players entertained and immersed in a game, the AI is required to dynamically balance its skill with that of the human player. To address this issue, we propose AlphaDDA, an AlphaZero-based AI with dynamic difficulty adjustment (DDA). AlphaDDA consists of a deep neural network (DNN) and a Monte Carlo tree search, as in AlphaZero. AlphaDDA learns and plays a game the same way as AlphaZero, but can change its skills. AlphaDDA estimates the value of the game state from only the board state using the DNN. AlphaDDA changes a parameter dominantly controlling its skills according to the estimated value. Consequently, AlphaDDA adjusts its skills according to a game state. AlphaDDA can adjust its skill using only the state of a game without any prior knowledge regarding an opponent. In this study, AlphaDDA plays Connect4, Othello, and 6x6 Othello with other AI agents. Other AI agents are AlphaZero, Monte Carlo tree search, the minimax algorithm, and a random player. This study shows that AlphaDDA can balance its skill with that of the other AI agents, except for a random player. The DDA ability of AlphaDDA is based on an accurate estimation of the value from the state of a game. We believe that the AlphaDDA approach for DDA can be used for any game AI system if the DNN can accurately estimate the value of the game state and we know a parameter controlling the skills of the AI system.
Key facts. Cited by 5 papers in the map (data through 7 Oct 2026). Builds on 6 of its 34 references that are in the map. First posted on arXiv 11 Nov 2021.
Builds on
6 of 34 references.
References · 6
- 2019Mastering Atari, Go, Chess and Shogi by Planning with a Learned Modelcited by 1,327
- 2018A0C: Alpha Zero in Continuous Action Spacecited by 17
- 2019Multiplayer AlphaZerocited by 6
- 2021Adaptive Warm-Start MCTS in AlphaZero-like Deep Reinforcement Learningcited by 6
- 2020Warm-Start AlphaZero Self-Play Search Enhancementscited by 5
- 2018Skilled Experience Catalogue: A Skill-Balancing Mechanism for Non-Player Characters using Reinforcement Learningcited by 1
Built on by
Citing papers per year: 2024: 1; 2025: 2; 2026: 2.
5 papers.
- 2025Strength Estimation and Human-Like Strength Adjustment in Gamescited by 1
- 2026Evaluating Game Difficulty in Tetris Block Puzzlecited by 1
- 2024AlphaViT: A flexible game-playing AI for multiple games and variable board sizescited by 0
- 2025Policies of Multiple Skill Levels for Better Strength Estimation in Gamescited by 0
- 2026Minibal: Balanced Game-Playing Without Opponent Modelingcited by 0
- 2026Minibal: Balanced Game-Playing Without Opponent Modeling24 Mar 2026
- 2026Evaluating Game Difficulty in Tetris Block Puzzle19 Mar 2026
- 2025Policies of Multiple Skill Levels for Better Strength Estimation in Games1 May 2025
- 2025Strength Estimation and Human-Like Strength Adjustment in Games24 Feb 2025
- 2024AlphaViT: A flexible game-playing AI for multiple games and variable board sizes25 Aug 2024