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

arXiv: https://arxiv.org/abs/2603.05352 · HTML: https://mlsanity.com/paper/2603.05352/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 12 of its 38 references that are in the map.
- First posted on arXiv 5 Mar 2026.

## Builds on (most cited first, 12 of 12)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [The Curious Case of Neural Text Degeneration](https://mlsanity.com/paper/1904.09751/) (2019)
- [Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model](https://mlsanity.com/paper/1911.08265/) (2019)
- [Turning Up the Heat: Min-p Sampling for Creative and Coherent LLM Outputs](https://mlsanity.com/paper/2407.01082/) (2024)
- [Locally Typical Sampling](https://mlsanity.com/paper/2202.00666/) (2022)
- [Aligning Superhuman AI with Human Behavior: Chess as a Model System](https://mlsanity.com/paper/2006.01855/) (2020)
- [Conformal Nucleus Sampling](https://mlsanity.com/paper/2305.02633/) (2023)
- [Maia-2: A Unified Model for Human-AI Alignment in Chess](https://mlsanity.com/paper/2409.20553/) (2024)
- [Learning Models of Individual Behavior in Chess](https://mlsanity.com/paper/2008.10086/) (2020)
- [Information-Theoretic Bounded Rationality](https://mlsanity.com/paper/1512.06789/) (2015)
- [Emotion in Reinforcement Learning Agents and Robots: A Survey](https://mlsanity.com/paper/1705.05172/) (2017)
- [Modeling the Centaur: Human-Machine Synergy in Sequential Decision Making](https://mlsanity.com/paper/2412.18593/) (2024)

## Built on by (most cited first, 1 of 1)

- [Personality Requires Struggle: Three Regimes of the Baldwin Effect in Neuroevolved Chess Agents](https://mlsanity.com/paper/2604.03565/) (2026)

## 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.
