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Allie: A Human-Aligned Chess Bot – Machine Studying Weblog | ML@CMU

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April 22, 2025
in AI and Machine Learning in the Cloud
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Allie: A Human-Aligned Chess Bot – Machine Studying Weblog | ML@CMU
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Play in opposition to Allie on lichess!

Introduction

In 1948, Alan Turning designed what could be the first chess enjoying AI, a paper program that Turing himself acted as the pc for. Since then, chess has been a testbed for practically each technology of AI development. After many years of enchancment, as we speak’s high chess engines like Stockfish and AlphaZero have far surpassed the capabilities of even the strongest human grandmasters.

Nonetheless, most chess gamers are usually not grandmasters, and these state-of-the-art Chess AIs have been described as enjoying extra like aliens than fellow people.

The core downside right here is that sturdy AI methods are usually not human-aligned; they’re unable to match the range of talent ranges of human companions and unable to mannequin human-like behaviors past piece motion. Understanding easy methods to make AI methods that may successfully collaborate with and be overseen by people is a key problem in AI alignment. Chess supplies a really perfect testbed for making an attempt out new concepts in direction of this purpose – whereas trendy chess engines far surpass human capability, they’re fully incapable of enjoying in a human-like manner or adapting to match their human opponents’ talent ranges. On this paper, we introduce Allie, a chess-playing AI designed to bridge the hole between synthetic and human intelligence on this traditional recreation.

What’s Human-aligned Chess?

Once we speak about “human-aligned” chess AI, what precisely will we imply? At its core, we would like a system that’s each humanlike, outlined as making strikes that really feel pure to human gamers, in addition to skill-calibrated, outlined as able to enjoying at the same stage in opposition to human opponents throughout the talent spectrum.

Our purpose right here is kind of totally different from conventional chess engines like Stockfish or AlphaZero, that are optimized solely to play the strongest strikes doable. Whereas these engines obtain superhuman efficiency, their play can really feel alien to people. They could immediately make strikes in complicated positions the place people would want time to assume, or proceed enjoying in fully misplaced positions the place people would usually resign.

Constructing Allie

Allie's system design
Determine 1: (a) A recreation state is represented because the sequence of strikes that produced it and a few metadata. This sequence is inputted to a Transformer, which predicts the subsequent transfer, pondering time for this transfer, and a price evaluation of the transfer. (b) At inference time, we worker Monte-Carlo Tree Search with the worth predictions from the mannequin. The variety of rollouts (N_mathrm{sim}) is chosen dynamically based mostly on the anticipated pondering time.

A Transformer mannequin educated on transcripts of actual video games

Whereas most prior deep studying approaches construct fashions that enter a board state, and output a distribution over doable strikes, we as an alternative strategy chess like a language modeling job. We use a Transformer structure that inputs a sequence of strikes moderately than a single board state. Simply as massive language fashions study to generate human-like textual content by coaching on huge textual content corpora, we hypothesized {that a} related structure may study human-like chess by coaching on human recreation data. We practice our chess “language” mannequin on transcripts of over 93M video games encompassing a complete of 6.6 billion strikes, which have been performed on the chess web site Lichess.

Conditioning on Elo rating

In chess, Elo scores usually fall within the vary of 500 (newbie gamers) to 3000 (high chess professionals). To calibrate the enjoying power of ALLIE to totally different ranges of gamers, we mannequin gameplay below a conditional technology framework, the place encodings of the Elo rankings of each gamers are prepended to the sport sequence. Particularly, we prefix every recreation with mushy management tokens, which interpolate between a weak token, representing 500 Elo, and a powerful token, representing 3000 Elo.

For a participant with Elo ranking (okay), we compute a mushy token (e_k) by linearly interpolating between the weak and powerful tokens:

$$e_k = gamma e_text{weak} + (1-gamma) e_text{sturdy}$$

the place (gamma = frac{3000-k}{2500}). Throughout coaching, we prefix every recreation with two mushy tokens similar to the 2 gamers’ strengths.

Studying targets

On high of the bottom Transformer mannequin, Allie has three prediction targets:

  1. A coverage head (p_theta) that outputs a likelihood distribution over doable subsequent strikes
  2. A pondering-time head (t_theta) that outputs the variety of seconds a human participant would take to give you this transfer
  3. A price evaluation head (v_theta) that outputs a scalar worth representing who expects to win the sport

All three heads are individually parametrized as linear layers utilized to the ultimate hidden state of the decoder. Given a dataset of chess video games, represented as a sequence of strikes (mathbf{m}), human ponder time earlier than every transfer (mathbf{t}), and recreation output (v) we educated Allie to attenuate the log-likelihood of subsequent strikes and MSE of time and worth predictions:

$$mathcal{L}(theta) = sum_{(mathbf{m}, mathbf{t}, v) in mathcal{D}} left( sum_{1 le i le N} left( -log p_theta(m_i ,|, mathbf{m}_{lt i}) + left(t_theta(mathbf{m}_{lt i}) – t_iright)^2 + left(v_theta(mathbf{m}_{lt i}) – vright)^2 proper) proper) textual content{.}$$

Adaptive Monte-Carlo Tree Search

At play-time, conventional chess engines like AlphaZero use search algorithms reminiscent of Monte-Carlo Tree Search (MCTS) to anticipate many strikes into the longer term, evaluating totally different prospects for a way the sport may go. The search finances (N_mathrm{sim}) is sort of all the time fastened—they may spend the identical quantity of compute on search no matter whether or not the very best subsequent transfer is extraordinarily apparent or pivotal to the result of the sport.

This fastened finances doesn’t match human conduct; people naturally spend extra time analyzing crucial or complicated positions in comparison with easy ones. In Allie, we introduce a time-adaptive MCTS process that varies the quantity of search based mostly on Allie’s prediction of how lengthy a human would assume in every place. If Allie predicts a human would spend extra time on a place, it performs extra search iterations to raised match human depth of research. To maintain issues easy, we simply set

How does Allie Play?

To guage whether or not Allie is human-aligned, we consider its efficiency each on an offline dataset and on-line in opposition to actual human gamers.

Determine 2. Allie considerably outperforms pervious state-of-the-art strategies. Adaptive-search allows matching human strikes at skilled ranges.

In offline video games, Allie achieves state-of-the-art in move-matching accuracy (outlined because the % of strikes made that match actual human strikes). It additionally fashions how people resign, and ponder very properly.

Determine 3: Allie’s time predictions are strongly correlated with ground-truth human time utilization. Within the determine, we present median and IQR of Allie’s assume time for various period of time spent by people.
Determine 4: Allie learns to assign dependable worth estimates to board states by observing recreation outcomes alone. We report Pearson’s r correlation of worth estimates by ALLIE and Stockfish with recreation outcomes.

One other primary perception of our paper is that adaptive search allows exceptional talent calibration in opposition to gamers throughout the talent spectrum. Towards gamers from 1100 to 2500 Elo, the adaptive search variant of Allie has a mean talent hole of solely 49 Elo factors. In different phrases, Allie (with adaptive search) wins about 50% of video games in opposition to opponents which can be each newbie and skilled stage. Notably, not one of the different strategies (even the non-adpative MCTS baseline) can match the power of 2500 Elo gamers.

Desk 1: Adaptive search allows exceptional talent calibration. Imply and most talent calibration errors is measured by computed by binning human gamers into 200-Elo teams. We additionally report methods’ estimated efficiency in opposition to gamers on the decrease and higher Elo ends of the talent spectrum.

Limitations and Future Work

Regardless of sturdy offline analysis metrics and usually optimistic participant suggestions, Allie nonetheless displays occasional behaviors that really feel non-humanlike. Gamers particularly famous Allie’s propensity towards late-game blunders and typically spending an excessive amount of time pondering positions the place there’s just one cheap transfer. These observations counsel there’s nonetheless room to enhance our understanding of how people allocate cognitive assets throughout chess play.

For future work, we establish a number of promising instructions. First, our strategy closely depends on out there human information, which is plentiful for quick time controls however extra restricted for classical chess with longer pondering time. Extending our strategy to mannequin human reasoning in slower video games, the place gamers make extra correct strikes with deeper calculation, represents a big problem. With the latest curiosity in reasoning fashions that make use of test-time compute, we hope that our adaptive search method will be utilized to bettering the effectivity of allocating a restricted compute finances.

In case you are focused on studying extra about this work, please checkout our ICLR paper, Human-Aligned Chess With a Little bit of Search.

Tags: AllieBlogBotChessHumanAlignedLearningMachineMLCMU
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