arXiv AI

Learning Explainable Representations of Complex Game-playing Strategies

The paper proposes a method that mimics human cognition to train reinforcement learning agents to generate explainable strategies and policies as executable procedures derived from sequences of gameplay actions. It demonstrates automatic learning of such programs for chess and a grid‑based environment, showing that the resulting strategies produce effective actions and can be learned from gameplay data.

arXiv AI
Oct 7

Towards the Automatic Synthesis of Interpretable Chess Tactics

The paper presents a symbolic sub‑policy model for chess that incorporates domain knowledge to improve interpretability. By adapting patterns learned through inductive logic programming (PAL), the authors evaluate the model using a divergence metric against a random baseline and show that it can suggest moves comparable to a human beginner. They also propose a computational evaluation scheme that augments an existing engine with their model.

By Abhijeet Krishnan, Chris Martens
arXiv AI
Jul 14

People use fast and flat simulation to reason about new games

arXiv:2510. 11503v2 Announce Type: replace-cross Abstract: Games have long been a microcosm for studying planning and reasoning in both natural and artificial intelligence (AI), often focusing on expert-level or even super-human play.

By Katherine M. Collins, Cedegao E. Zhang, Lionel Wong, Mauricio Barba da Costa, Graham Todd, Adrian Weller, Samuel J. Cheyette, Thomas L. Griffiths, Joshua B. Tenenbaum
arXiv AI
Oct 9

Policy Learning with a Language Bottleneck

Policy Learning with a Language Bottleneck (PLLB) is a framework that lets AI agents generate linguistic rules to describe high‑level strategies. PLLB alternates between rule generation, guided by language models, and policy updates that use these rules, even when a single rule cannot fully capture a complex policy. Experiments on five tasks—including a signaling game, maze navigation, image reconstruction, and robot grasp planning—show that PLLB agents learn more interpretable, generalizable behaviors and can share rules with humans for better coordination.

By Megha Srivastava, Cedric Colas, Dorsa Sadigh, Jacob Andreas
arXiv AI
Sep 23

Synthesizing Reactive Character Behaviors for Continuous Games via Programmatic Policy Search

The paper introduces a method for creating reactive character behaviors in continuous games as compact, human‑readable programs. It searches over a domain‑specific language that uses reactive geometric decisions and higher‑order constructs to discretize continuous behavior space, while eliminating redundant program forms through synthesis antipatterns. The approach, called agentic sketching, combines bottom‑up symbolic enumeration with top‑down guidance from a coding agent, and outperforms either technique alone on a benchmark of 14 continuous games.

By Maxim Gumin, Hsueh-Ti Derek Liu, Victor Zordan, Daniel Ritchie
arXiv AI
6d ago

Explaining Chess and Go in Natural Language

The paper introduces an automatic metric for evaluating chess explanations based on chess-engine evaluations and finds that current language models perform poorly, relying on surface-level observations. It presents BinProp, a training-free method that helps models discover reusable chess concepts, significantly improving explainability across multiple models. BinProp also generalizes to other board games such as Go, draughts, and shogi without extra tuning.

By Ori Press, Alexander Golubev
arXiv Computer Vision
Oct 15

Player-1: Learning to Play from Synthetic Experience

arXiv:2610.20584v1 Announce Type: new Abstract: Computer-use agents have demonstrated strong capabilities in interpreting screens and executing keyboard and mouse actions. However, games, with their...

By Mingyu Ouyang, Yiran Wang, Siyuan Hu, Xingyilang Yin, Huiqiang Sun, Guangzhi Wang, Junfu Pu, Cheng Cheng, Honghao Chen, Ying Shan, Mike Zheng Shou, Hwee Tou Ng