As part of learning to play complex games, human players develop develop abstractions for concepts and strategies of gameplay consistent with game rules to improve their performance. These concepts ar...
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:2607. 27574v1 Announce Type: new Abstract: Activation steering has emerged in large language models as a lightweight alternative for dynamically changing a model's behavior at inference time.
By Yoann Poupart, Aur\'elie Beynier, Nicolas Maudet
arXiv:2610.17391v1 Announce Type: new
Abstract: Amazing breakthroughs in reinforcement learning have taken place. Computers teach themselves to play Chess and Go and beat world champions. There is ta...
By Aske Plaat
arXiv:2404. 02039v5 Announce Type: replace Abstract: Game environments provide rich, controllable settings that stimulate many aspects of real-world complexity.
By Sihao Hu, Tiansheng Huang, Gaowen Liu, Ramana Rao Kompella, Fatih Ilhan, Selim Furkan Tekin, Yichang Xu, Zachary Yahn, Ling Liu
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