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Maia-2: A Unified Model for Human-AI Alignment in Chess

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arxiv 2409.20553 v2 pith:YV6AMWFA submitted 2024-09-30 cs.AI

classification cs.AI
keywords humanchessskillalignmentlevelsmodeldecision-makinghuman-ai
verification ladder T0 review T1 audit T2 compute T3 formal
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There are an increasing number of domains in which artificial intelligence (AI) systems both surpass human ability and accurately model human behavior. This introduces the possibility of algorithmically-informed teaching in these domains through more relatable AI partners and deeper insights into human decision-making. Critical to achieving this goal, however, is coherently modeling human behavior at various skill levels. Chess is an ideal model system for conducting research into this kind of human-AI alignment, with its rich history as a pivotal testbed for AI research, mature superhuman AI systems like AlphaZero, and precise measurements of skill via chess rating systems. Previous work in modeling human decision-making in chess uses completely independent models to capture human style at different skill levels, meaning they lack coherence in their ability to adapt to the full spectrum of human improvement and are ultimately limited in their effectiveness as AI partners and teaching tools. In this work, we propose a unified modeling approach for human-AI alignment in chess that coherently captures human style across different skill levels and directly captures how people improve. Recognizing the complex, non-linear nature of human learning, we introduce a skill-aware attention mechanism to dynamically integrate players' strengths with encoded chess positions, enabling our model to be sensitive to evolving player skill. Our experimental results demonstrate that this unified framework significantly enhances the alignment between AI and human players across a diverse range of expertise levels, paving the way for deeper insights into human decision-making and AI-guided teaching tools.

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Cited by 4 Pith papers

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. Engine-Equal, Human-Unequal: A Reproducible Outcome Skew in Engine-Assessed Equal Chess Positions

    cs.AI 2026-07 accept novelty 7.0 of 10

    Engine-equal chess positions carry small, reproducible human outcome skews that replicate across disjoint player groups, calendar halves, rating bands, and an out-of-sample month.

  2. Matilda: Engine-Agnostic Search with Human Policy Guidance

    cs.AI 2026-06 unverdicted novelty 6.0 of 10

    Introduces a residual architecture with a rating-conditioned base move model and per-player style vector z that is shown to be approximately orthogonal to Elo via low rating-prediction R^2 on held-out data.

  3. Learning to Imitate with Less: Efficient Individual Behavior Modeling in Chess

    cs.AI 2025-07 conditional novelty 6.0 of 10

    Maia4All models individual chess players' move choices from as few as 20 games by enriching a population-level model with prototype players and then initializing personal embeddings via prototype matching.

  4. Learning to Plan via Supervised Contrastive Learning and Strategic Interpolation: A Chess Case Study

    cs.CV 2025-06 conditional novelty 6.0 of 10

    A transformer encoder trained with supervised contrastive learning on Stockfish win probabilities, combined with an advantage-axis cosine score and 6-ply beam search, reaches an estimated Elo of 2593.

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