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Watermarking Game-Playing Agents in Perfect-Information Extensive-Form Games

NeurIPS 2026 · Learning theory and algorithms › Submodular and game algorithms · approach: Opponent modeling and subgame solving · 0 citations (OpenAlex)

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Adapts the KGW LLM watermark to game-playing strategies in perfect-information extensive-form games, seeding by observation hash and adding hardness-based utility shifts, and validates on UCI chess engine matches.

Problem

Detecting unauthorized use of AI game-playing agents (e.g., cheating in online chess, IP protection, data cleaning) by embedding a detectable watermark in their strategies without degrading quality.

Approach

Treat a strategy profile like an LLM: partition available actions into green/red lists seeded by the observation hash, add a hardness bonus to green-action expected utilities (with a compensating shift on red ones), and play the argmax; also watermark returned expected utilities and bound the expected-utility loss.

Key results

Surprising findings

Limitations

Experimental setup

Datasets: Stockfish chess books dataset (8-move opening positions)

Benchmarks: UCI engine matches (100 games each)

Metrics: Elo difference likelihood of being weaker (LOI) z-score AUC draw count

Baselines: asmFish 9 Dragon Ethereal 14.40 PlentyChess 7.0.0 Stash v37.0 Stockfish 17.1

Builds on: KGW watermark AlphaZero Hoeffding's inequality

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