Otter: A Time-Aware, History-Conditioned Human Chess AI
arXiv:2608. 05206v1 Announce Type: new Abstract: Otter is a 15.
arXiv:2606. 04473v1 Announce Type: cross Abstract: We present ChessMimic, a system of three small encoder-only transformers - for move, thinking-time, and outcome prediction - conditioned on the position, recent move history, player rating, and clock state.
arXiv:2608. 05206v1 Announce Type: new Abstract: Otter is a 15.
arXiv:2606. 25176v2 Announce Type: replace Abstract: Chess engines have evolved from search-based systems optimized solely for strength to neural policies capable of modeling human decisions across much of the rating spectrum.
arXiv:2606. 26267v1 Announce Type: new Abstract: Rating systems such as Elo serve as the gold standard for matchmaking in competitive chess.
arXiv:2608. 03416v1 Announce Type: new Abstract: Large language models (LLMs) are now regularly asked to forecast real-world events, but comparisons are often difficult because models receive different information, use different tools, and are evaluated under different rules.
arXiv:2607. 17765v1 Announce Type: cross Abstract: We introduce WC2026-Agents, a benchmark and dataset for evaluating large language models (LLMs) as autonomous forecasting agents on real, future events.
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.
arXiv:2609. 28506v1 Announce Type: new Abstract: TW3Cast is a time-series forecasting system that reaches position 3 of 130 entries on the GIFT-Eval benchmark by mean MASE rank, as of 2026-09-14.
arXiv:2607. 00190v1 Announce Type: cross Abstract: Recent advances in reinforcement learning have produced superhuman agents across a wide range of competitive games.
arXiv:2609.09528v1 Announce Type: new Abstract: Video large language models (Video-LLMs) are increasingly used as the perceptual front end of world models, a role that assumes they can read motion: h...
Football score forecasting combines a strong statistical core with a difficult contextual edge. Dynamic Poisson-family models estimate team strength, expected goals, and coherent score probabilities, but do not directly understand roles, tactical matchups, motivation, or how a first goal changes behaviour.
arXiv:2609.24559v1 Announce Type: new Abstract: We present $t_0$, a family of open-weights foundation models for forecasting with multivariate context. We release its first two members: $\texttt{t0-a...
arXiv:2607. 11548v1 Announce Type: cross Abstract: Spatial football metrics such as pitch control assume access to the positions of all 22 players, yet the most widely available source of positional data -- the broadcast main camera -- shows only 10-16 of them at any moment.