# Discovering High-Quality Chess Puzzles with Offline Reinforcement Learning

arXiv: https://arxiv.org/abs/2608.14851 · HTML: https://mlsanity.com/paper/2608.14851/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 24 of its 40 references that are in the map.
- First posted on arXiv 14 Aug 2026.

## Builds on (most cited first, 24 of 24)

- [Direct Preference Optimization: Your Language Model is Secretly a Reward Model](https://mlsanity.com/paper/2305.18290/) (2023)
- [Conservative Q-Learning for Offline Reinforcement Learning](https://mlsanity.com/paper/2006.04779/) (2020)
- [Offline Reinforcement Learning with Implicit Q-Learning](https://mlsanity.com/paper/2110.06169/) (2021)
- [DSPy: Compiling Declarative Language Model Calls into Self-Improving Pipelines](https://mlsanity.com/paper/2310.03714/) (2023)
- [Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm](https://mlsanity.com/paper/1712.01815/) (2017)
- [AWAC: Accelerating Online Reinforcement Learning with Offline Datasets](https://mlsanity.com/paper/2006.09359/) (2020)
- [Top-K Off-Policy Correction for a REINFORCE Recommender System](https://mlsanity.com/paper/1812.02353/) (2018)
- [A Self-Attentive model for Knowledge Tracing](https://mlsanity.com/paper/1907.06837/) (2019)
- [AnnoLLM: Making Large Language Models to Be Better Crowdsourced Annotators](https://mlsanity.com/paper/2303.16854/) (2023)
- [Acquisition of Chess Knowledge in AlphaZero](https://mlsanity.com/paper/2111.09259/) (2021)
- [Sequence Tutor: Conservative Fine-Tuning of Sequence Generation Models with KL-control](https://mlsanity.com/paper/1611.02796/) (2016)
- [Towards an Appropriate Query, Key, and Value Computation for Knowledge Tracing](https://mlsanity.com/paper/2002.07033/) (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)
- [Offline Q-Learning on Diverse Multi-Task Data Both Scales And Generalizes](https://mlsanity.com/paper/2211.15144/) (2022)
- [A Workflow for Offline Model-Free Robotic Reinforcement Learning](https://mlsanity.com/paper/2109.10813/) (2021)
- [Challenges and Opportunities in Offline Reinforcement Learning from Visual Observations](https://mlsanity.com/paper/2206.04779/) (2022)
- [SAINT+: Integrating Temporal Features for EdNet Correctness Prediction](https://mlsanity.com/paper/2010.12042/) (2020)
- [Bridging the Human-AI Knowledge Gap: Concept Discovery and Transfer in AlphaZero](https://mlsanity.com/paper/2310.16410/) (2023)
- [Learning Models of Individual Behavior in Chess](https://mlsanity.com/paper/2008.10086/) (2020)
- [Detecting Individual Decision-Making Style: Exploring Behavioral Stylometry in Chess](https://mlsanity.com/paper/2208.01366/) (2022)
- [Reinforcement Learning Tutor Better Supported Lower Performers in a Math Task](https://mlsanity.com/paper/2304.04933/) (2023)
- [Designing Skill-Compatible AI: Methodologies and Frameworks in Chess](https://mlsanity.com/paper/2405.05066/) (2024)
- [Giving Feedback on Interactive Student Programs with Meta-Exploration](https://mlsanity.com/paper/2211.08802/) (2022)

## Abstract (arXiv)

Learning and skill mastery require extensive and deliberate practice. In many learning settings, producing high-quality pedagogical materials can require a high level of domain expertise and be very time-consuming. Pedagogical materials often need to train students to engage in different thinking patterns. In some domains, such as chess, puzzles are used to help students practice their skills in calculating the next moves and recognizing known patterns on a board. Giving students a practice set of puzzles to help them learn different modes of thinking is challenging because the teacher needs to carefully balance between different motifs and how many look-ahead steps a student needs to perform. Popular online platforms like Chess.com and Lichess offer players millions of puzzles. Unlike chess tactics puzzles procured by human experts, where chess beginners can learn valuable insights, these puzzles are automatically generated and often regarded as having low pedagogical value. These platforms also rely on a heuristic to recommend puzzles to users for practice. Using the user history data over an entire year, a total of 1.5 billion puzzle-solving histories, we learn the pedagogical value of a puzzle and how to automatically choose a set of puzzles to better support chess learners using insights from offline reinforcement learning. We show that using offline policy evaluation, our trained policy has significant impact on beginners with puzzle-solving Elo range of 100--1000, particularly for the group of beginners whose learning growth was stagnant. We also performed a qualitative analysis of the puzzles discovered by our model by collecting annotation ratings from expert chess players. The success of our pipeline shows promise for a future where we can understand the pedagogical values of practice items given general user interaction data.
