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Auteurs principaux: Zaidi, Kamron, Guerzhoy, Michael
Format: Preprint
Publié: 2024
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Accès en ligne:https://arxiv.org/abs/2406.11895
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author Zaidi, Kamron
Guerzhoy, Michael
author_facet Zaidi, Kamron
Guerzhoy, Michael
contents AI research in chess has been primarily focused on producing stronger agents that can maximize the probability of winning. However, there is another aspect to chess that has largely gone unexamined: its aesthetic appeal. Specifically, there exists a category of chess moves called ``brilliant" moves. These moves are appreciated and admired by players for their high intellectual aesthetics. We demonstrate the first system for classifying chess moves as brilliant. The system uses a neural network, using the output of a chess engine as well as features that describe the shape of the game tree. The system achieves an accuracy of 79% (with 50% base-rate), a PPV of 83%, and an NPV of 75%. We demonstrate that what humans perceive as ``brilliant" moves is not merely the best possible move. We show that a move is more likely to be predicted as brilliant, all things being equal, if a weaker engine considers it lower-quality (for the same rating by a stronger engine). Our system opens the avenues for computer chess engines to (appear to) display human-like brilliance, and, hence, creativity.
format Preprint
id arxiv_https___arxiv_org_abs_2406_11895
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Predicting User Perception of Move Brilliance in Chess
Zaidi, Kamron
Guerzhoy, Michael
Artificial Intelligence
AI research in chess has been primarily focused on producing stronger agents that can maximize the probability of winning. However, there is another aspect to chess that has largely gone unexamined: its aesthetic appeal. Specifically, there exists a category of chess moves called ``brilliant" moves. These moves are appreciated and admired by players for their high intellectual aesthetics. We demonstrate the first system for classifying chess moves as brilliant. The system uses a neural network, using the output of a chess engine as well as features that describe the shape of the game tree. The system achieves an accuracy of 79% (with 50% base-rate), a PPV of 83%, and an NPV of 75%. We demonstrate that what humans perceive as ``brilliant" moves is not merely the best possible move. We show that a move is more likely to be predicted as brilliant, all things being equal, if a weaker engine considers it lower-quality (for the same rating by a stronger engine). Our system opens the avenues for computer chess engines to (appear to) display human-like brilliance, and, hence, creativity.
title Predicting User Perception of Move Brilliance in Chess
topic Artificial Intelligence
url https://arxiv.org/abs/2406.11895