arXiv AI

Otter: A Time-Aware, History-Conditioned Human Chess AI

arXiv:2608. 05206v1 Announce Type: new Abstract: Otter is a 15.

arXiv AI
2d ago

Temporal-Difference Learning for Dragonchess

The paper examines the performance of evolutionary transfer learning and TD(lambda) in the three‑dimensional chess game Dragonchess. By re‑implementing the engine in C++ to accelerate play, the authors ran 10,000 games with statistical confidence, showing both adaptive methods outperform all other agents in a round‑robin tournament. The results indicate no significant performance difference between the evolved and learned evaluation functions, demonstrating the effectiveness of adaptive techniques in complex, novel game domains.

By Jim O'Connor, Annika Hoag, Sarah Goyette, Gary B. Parker
arXiv Machine Learning
1d ago

JEPA-TTT: Persistent Test-Time Training of Latent World Models for Planning under Dynamics Shifts

JEPA‑TTT is a method that continuously adapts the latent dynamics predictor of a pretrained Joint‑Embedding Predictive Architecture (JEPA) world model during test time. It performs self‑supervised updates across episodes while keeping the visual encoder and reward head fixed, using dense replay to sample prediction windows from a growing buffer. In experiments on eight dynamics shifts across four continuous‑control environments, JEPA‑TTT reduces latent prediction error by 83% and improves planning performance by 153% compared to the frozen model.

By Zheyuan Zhang, Suyu Ye, Nakul Agarwal, Hossein Nourkhiz Mahjoub, Ehsan Moradi Pari, Daniel Khashabi, Tianmin Shu, Vaishnav Tadiparthi
arXiv Machine Learning
1d ago

Faynt: Scaling and Optimizing Policies for Competitive Melee

Faynt is a family of Transformer policies (10M and 75M parameters) that control all 26 characters in Super Smash Bros. Melee from a single checkpoint. After reinforcement learning, the 10M model wins 98.4% of same‑character games against fourteen specialist and multi‑character releases, and defeats a zero‑delay Slippi‑AI model in all 68 evaluated games. The work details architecture, scaling, hyperparameter transfer, supervised pretraining on 840,000 human replays, post‑training curricula, distillation, and efficient inference, and it releases the weights, benchmark suites, and a platform for automated model tournaments.

By Ali Janati, Nikita Kuzmin, Rohit Swamy, Charles Niu
arXiv AI
Sep 23

PTCG-Bench: Can LLM Agents Master Pok\'emon Trading Card Game?

PTCG-Bench is a new benchmark that uses the Pokémon Trading Card Game to evaluate large language model (LLM) agents on two fronts: their decision‑making within a single complex game environment and their capacity to evolve through accumulated experience. The benchmark includes a modular harness ablation to isolate agent performance from model capability. Experiments show that while LLM agents can achieve non‑trivial gameplay, sustained self‑evolution remains difficult and performance depends on harness design.

By Dongdong Hua, Yifei Sun, Renhong Huang, Feng Gao, Chunping Wang, Yang Yang
arXiv AI
Jul 7

Kairos: A Regret-Aware Native World-Action Model Stack for Physical AI

arXiv:2606. 16533v3 Announce Type: replace Abstract: We introduce \textbf{Kairos}, a regret-aware native world-action model stack for Physical AI.

By Kairos Team, Fei Wang, Shan You, Qiming Zhang, Tao Huang, Zuoyi Fu, Zhisheng Zheng, Yunlong Xi, Feng Lv, Xiaoming Wu, Zeyu Liu, Cong Wan, Pu Li, Ruiqing Yang, Xiaoou Li, Wei Wang, Kangkang Zhu, Yuwei Zhang, Shi Fu, Zheng Zhang, Xiaoning Wu, Xuzeng Fan, Dacheng Tao, Xiaogang Wang