# Temporal-Difference Learning for Dragonchess

arXiv: https://arxiv.org/abs/2610.01845 · HTML: https://mlsanity.com/paper/2610.01845/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 4 of its 17 references that are in the map.
- First posted on arXiv 1 Oct 2026.

## Builds on (most cited first, 4 of 4)

- [Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model](https://mlsanity.com/paper/1911.08265/) (2019)
- [Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm](https://mlsanity.com/paper/1712.01815/) (2017)
- [Games for Artificial Intelligence Research: A Review and Perspectives](https://mlsanity.com/paper/2304.13269/) (2023)
- [Evolutionary Transfer Learning for Dragonchess](https://mlsanity.com/paper/2603.15297/) (2026)

## Abstract (arXiv)

Our research investigates how two adaptive AI methods, evolutionary transfer learning and TD(lambda), perform in the three-dimensional chess environment Dragonchess. The game challenges players with its unique board structure and computational load, making it an ideal setting to study how adaptive methods can update evaluation heuristics in novel environments. In this work we re-implement the Dragonchess engine, changing it from a PyGame engine to C++. This enables faster gameplay, allowing us to run 10,000 games with confidence intervals and significance tests, rather than a single small tournament. Both adaptive methods outperform all other agents in the round-robin tournament. Our results showed that there is no significant difference in the performance between the evolved and learned evaluations. This research establishes the efficacy of adaptive methods in structurally complex, novel game domains.
