# Human-aligned Chess with a Bit of Search

arXiv: https://arxiv.org/abs/2410.03893 · HTML: https://mlsanity.com/paper/2410.03893/

## Key facts

- Cited by 11 papers in the map (data through 14 Oct 2026).
- Builds on 19 of its 27 references that are in the map.
- First posted on arXiv 4 Oct 2024.

## Builds on (most cited first, 19 of 19)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Language Models are Few-Shot Learners](https://mlsanity.com/paper/2005.14165/) (2020)
- [Llama 2: Open Foundation and Fine-Tuned Chat Models](https://mlsanity.com/paper/2307.09288/) (2023)
- [SGDR: Stochastic Gradient Descent with Warm Restarts](https://mlsanity.com/paper/1608.03983/) (2016)
- [On Calibration of Modern Neural Networks](https://mlsanity.com/paper/1706.04599/) (2017)
- [Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model](https://mlsanity.com/paper/1911.08265/) (2019)
- [CTRL: A Conditional Transformer Language Model for Controllable Generation](https://mlsanity.com/paper/1909.05858/) (2019)
- [Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm](https://mlsanity.com/paper/1712.01815/) (2017)
- [Scaling Data-Constrained Language Models](https://mlsanity.com/paper/2305.16264/) (2023)
- [Aligning Superhuman AI with Human Behavior: Chess as a Model System](https://mlsanity.com/paper/2006.01855/) (2020)
- [ChessGPT: Bridging Policy Learning and Language Modeling](https://mlsanity.com/paper/2306.09200/) (2023)
- [Chess as a Testbed for Language Model State Tracking](https://mlsanity.com/paper/2102.13249/) (2021)
- [Scaling Scaling Laws with Board Games](https://mlsanity.com/paper/2104.03113/) (2021)
- [Real or Fake Text?: Investigating Human Ability to Detect Boundaries Between Human-Written and Machine-Generated Text](https://mlsanity.com/paper/2212.12672/) (2022)
- [Emergent World Models and Latent Variable Estimation in Chess-Playing Language Models](https://mlsanity.com/paper/2403.15498/) (2024)
- [Monte-Carlo Tree Search as Regularized Policy Optimization](https://mlsanity.com/paper/2007.12509/) (2020)
- [Modeling Strong and Human-Like Gameplay with KL-Regularized Search](https://mlsanity.com/paper/2112.07544/) (2021)
- [Cross-Modal Fine-Tuning: Align then Refine](https://mlsanity.com/paper/2302.05738/) (2023)
- [Transcendence: Generative Models Can Outperform The Experts That Train Them](https://mlsanity.com/paper/2406.11741/) (2024)

## Built on by (most cited first, 11 of 11)

- [Learning to Imitate with Less: Efficient Individual Behavior Modeling in Chess](https://mlsanity.com/paper/2507.21488/) (2025)
- [Chessformer: A Unified Architecture for Chess Modeling](https://mlsanity.com/paper/2605.19091/) (2026)
- [Understanding Reasoning from Pretraining to Post-Training](https://mlsanity.com/paper/2607.16097/) (2026)
- [CIE: Controlling Language Model Text Generations Using Continuous Signals](https://mlsanity.com/paper/2505.13448/) (2025)
- [Matilda: Engine-Agnostic Search with Human Policy Guidance](https://mlsanity.com/paper/2606.25176/) (2026)
- [Exploring Collaboration between a language and a non-language agent](https://mlsanity.com/paper/2609.00474/) (2026)
- [Oracle-Guided Soft Shielding for Safe Move Prediction in Chess](https://mlsanity.com/paper/2603.08506/) (2026)
- [UniMaia: Steering Chess Policies with Language for Human-like Play](https://mlsanity.com/paper/2605.27767/) (2026)
- [ChessMimic: Per-Rating Transformer Models for Human Move, Clock, and Outcome Prediction in Online Blitz Chess](https://mlsanity.com/paper/2606.04473/) (2026)
- [Engine-Equal, Human-Unequal: A Reproducible Outcome Skew in Engine-Assessed Equal Chess Positions](https://mlsanity.com/paper/2607.25655/) (2026)
- [Language Models that Play Chess and Explain Their Moves](https://mlsanity.com/paper/2610.03695/) (2026)

## Abstract (arXiv)

Chess has long been a testbed for AI's quest to match human intelligence, and in recent years, chess AI systems have surpassed the strongest humans at the game. However, these systems are not human-aligned; they are unable to match the skill levels of all human partners or model human-like behaviors beyond piece movement. In this paper, we introduce Allie, a chess-playing AI designed to bridge the gap between artificial and human intelligence in this classic game. Allie is trained on log sequences of real chess games to model the behaviors of human chess players across the skill spectrum, including non-move behaviors such as pondering times and resignations In offline evaluations, we find that Allie exhibits humanlike behavior: it outperforms the existing state-of-the-art in human chess move prediction and "ponders" at critical positions. The model learns to reliably assign reward at each game state, which can be used at inference as a reward function in a novel time-adaptive Monte-Carlo tree search (MCTS) procedure, where the amount of search depends on how long humans would think in the same positions. Adaptive search enables remarkable skill calibration; in a large-scale online evaluation against players with ratings from 1000 to 2600 Elo, our adaptive search method leads to a skill gap of only 49 Elo on average, substantially outperforming search-free and standard MCTS baselines. Against grandmaster-level (2500 Elo) opponents, Allie with adaptive search exhibits the strength of a fellow grandmaster, all while learning exclusively from humans.
