mlsanityData to 7 Oct 2026

Ailed: A Psyche-Driven Chess Engine with Dynamic Emotional Modulation

arXiv 2603.05352 ↗First posted 5 Mar 2026cs.AI cs.HCcited by 1

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Abstract (arXiv)

Chess engines passed human strength years ago, but they still don't play like humans. A grandmaster under clock pressure blunders in ways a club player on a hot streak never would. Conventional engines capture none of this. This paper proposes a personality x psyche decomposition to produce behavioral variability in chess play, drawing on patterns observed in human games. Personality is static -- a preset that pins down the engine's character. Psyche is dynamic -- a bounded scalar psit ∈ [-100, +100], recomputed from five positional factors after every move. These two components feed into an audio-inspired signal chain (noise gate, compressor/expander, five-band equalizer, saturation limiter) that reshapes move probability distributions on the fly. The chain doesn't care what engine sits behind it: any system that outputs move probabilities will do. It needs no search and carries no state beyond psit. I test the framework across 12,414 games against Maia2-1100, feeding it two probability sources that differ by ~2,800x in training data. Both show the same monotonic gradient in top-move agreement (~20-25 pp spread from stress to overconfidence), which tells us the behavioral variation comes from the signal chain, not from the model underneath. When the psyche runs overconfident, the chain mostly gets out of the way (66% agreement with vanilla Maia2). Under stress, the competitive score falls from 50.8% to 30.1%. The patterns are reminiscent of tilt and overconfidence as described in human play, but I should be upfront: this study includes no human-subject validation.

Key facts. Cited by 1 paper in the map (data through 7 Oct 2026). Builds on 12 of its 38 references that are in the map. First posted on arXiv 5 Mar 2026.

Builds on

12 of 38 references.

References · 12

  1. 2017Attention Is All You Needcited by 59,932
  2. 2019The Curious Case of Neural Text Degenerationcited by 2,881
  3. 2019Mastering Atari, Go, Chess and Shogi by Planning with a Learned Modelcited by 1,327
  4. 2024Turning Up the Heat: Min-p Sampling for Creative and Coherent LLM Outputscited by 148
  5. 2022Locally Typical Samplingcited by 108
  6. 2020Aligning Superhuman AI with Human Behavior: Chess as a Model Systemcited by 78
  7. 2023Conformal Nucleus Samplingcited by 32
  8. 2024Maia-2: A Unified Model for Human-AI Alignment in Chesscited by 24
  9. 2020Learning Models of Individual Behavior in Chesscited by 22
  10. 2015Information-Theoretic Bounded Rationalitycited by 21
  11. 2017Emotion in Reinforcement Learning Agents and Robots: A Surveycited by 21
  12. 2024Modeling the Centaur: Human-Machine Synergy in Sequential Decision Makingcited by 2

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