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Strength Estimation and Human-Like Strength Adjustment in Games

ICLR 2025 · Learning theory and algorithms › Combinatorial and search optimization · approach: Monte Carlo tree search · 0 citations (OpenAlex)

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Proposes a strength estimator trained with a Bradley-Terry ranking softmax loss on human game records and SE-MCTS, an MCTS variant that biases selection toward actions matching a target strength score, for rank prediction and human-like strength adjustment in Go and chess.

Problem

Estimating a human player's strength from game records without direct interaction, and adjusting AI playing strength so that its moves resemble human play at a target rank rather than just calibrating win rate to 50%.

Approach

A neural strength estimator outputs a per-state-action strength score trained with a Bradley-Terry-style ranking softmax loss over ranks (with an extra weakest rank of random actions); the scores are averaged per rank and used inside MCTS selection via a penalty on the difference between node strength and the target strength.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use SE-MCTS rather than strength-index adjustmentMCTS move selection for Go · Go human move prediction (average across ranks)accuracy: 42.56% ± 0.28% -> 52.87% ± 0.28%Helped
Use SE∞-MCTS rather than strength-index adjustmentMCTS move selection for chess · Chess human move prediction (average across ranks)accuracy: 40.21% ±0.24% -> 47.25% ±0.24%Helped
Use SE rather than supervised rank classificationGo game rank prediction · Go rank prediction, 100 gamesaccuracy: 49% -> 97.5%Helped
Add the weakest-rank r∞ training examples (ablation)SE-MCTS · Go strength adjustmentstrength adjustmentHelped
Train without the weakest-rank r∞ examples (ablation)SE-MCTS · Go strength adjustmentstrength adjustmentHurt
Train SE on all 11 ranks rather than only 2 or 3 ranks (ablation)SE rank prediction · Go rank predictiongames needed to exceed 80% accuracy: 38 games (2-rank dataset) and 21 games (3-rank dataset) vs 15 games (all 11 ranks)Helped
Use one action per game instead of all actions (ablation)SE · Go rank prediction across 20 gamesaccuracy: 80% -> approximately 60%Hurt
Predict using only the first 50 actions (ablation)SE · Go rank predictionaccuracyHurt
Predict using only the last 50 actions (ablation)SE · Go rank predictionaccuracyHurt
Use SE-MCTS rather than SE∞-MCTS (ablation)MCTS strength adjustment · Go strength adjustmentstrength adjustmentHurt
Use SE∞-MCTS rather than SE-MCTS (ablation)MCTS move selection for chess · Chess human move prediction (average across ranks)accuracy: 38.93%$.24% -> 47.25% ±0.24%Helped

Surprising findings

Limitations

Experimental setup

Datasets: FoxWeiqi Go game records Lichess chess game records

Benchmarks: FoxWeiqi Go query dataset Lichess chess query dataset

Metrics: rank prediction accuracy move matching accuracy with human actions win rate against baseline Elo rating

Baselines: MCTS SA-MCTS SL-sum SL-vote

Builds on: AlphaZero Bradley-Terry model MiniZero SA-MCTS strength index

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