Learning to Imitate with Less: Efficient Individual Behavior Modeling in Chess
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Abstract (arXiv)
As humans seek to collaborate with, learn from, and better understand artificial intelligence systems, developing AIs that can accurately emulate individual decision-making becomes increasingly important. Chess, a long-standing AI benchmark with precise skill measurement, offers an ideal testbed for human-AI alignment. However, existing approaches to modeling human behavior require prohibitively large amounts of data from each individual, making them impractical for new or sparsely represented users. In this work, we introduce Maia4All, a framework designed to learn and adapt to individual decision-making styles efficiently, even with limited data. Maia4All achieves this through a two-stage optimization process: (1) an enrichment step, which bridges population and individual-level human behavior modeling with a prototype-enriched model, and (2) a democratization step, which leverages ability levels or user prototypes to initialize and refine individual embeddings with minimal data. Our experimental results show that Maia4All can accurately predict individual moves and profile behavioral patterns with high fidelity, establishing a new standard for personalized human-like AI behavior modeling in chess. Maia4All achieves individual human behavior modeling in chess with only 20 games, compared to the 5,000 games required previously, representing a significant improvement in data efficiency. Our work provides an example of how population AI systems can flexibly adapt to individual users using a prototype-enriched model as a bridge. This approach extends beyond chess, as shown in our case study on idiosyncratic LLMs, highlighting its potential for broader applications in personalized AI adaptation.
Key facts. Cited by 7 papers in the map (data through 14 Oct 2026). Builds on 28 of its 45 references that are in the map. First posted on arXiv 29 Jul 2025.
Builds on
28 of 45 references.
References · 28
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16 more
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Built on by
Citing papers per year: 2025: 1; 2026: 6.
7 papers.
- 2025ChessQA: Evaluating Large Language Models for Chess Understandingcited by 8
- 2026Chessformer: A Unified Architecture for Chess Modelingcited by 6
- 2026Toward Modeling Player-Specific Chess Behaviorscited by 1
- 2026Matilda: Engine-Agnostic Search with Human Policy Guidancecited by 1
- 2026ChessMimic: Per-Rating Transformer Models for Human Move, Clock, and Outcome Prediction in Online Blitz Chesscited by 0
- 2026Tandem Reinforcement Learning with Verifiable Rewardscited by 0
- 2026Amadeus: When Models of People Meetcited by 0
- 2026Amadeus: When Models of People Meet24 Sep 2026
- 2026Tandem Reinforcement Learning with Verifiable Rewards26 Jun 2026
- 2026Matilda: Engine-Agnostic Search with Human Policy Guidance23 Jun 2026
- 2026ChessMimic: Per-Rating Transformer Models for Human Move, Clock, and Outcome Prediction in Online Blitz Chess3 Jun 2026
- 2026Chessformer: A Unified Architecture for Chess Modeling18 May 2026
- 2026Toward Modeling Player-Specific Chess Behaviors12 May 2026
- 2025ChessQA: Evaluating Large Language Models for Chess Understanding28 Oct 2025