Search Results for author: Reid McIlroy-Young

Found 5 papers, 4 papers with code

Designing Skill-Compatible AI: Methodologies and Frameworks in Chess

1 code implementation8 May 2024 Karim Hamade, Reid McIlroy-Young, Siddhartha Sen, Jon Kleinberg, Ashton Anderson

Traditional chess engines designed to output near-optimal moves prove to be inadequate partners when paired with engines of various lower skill levels in this domain, as they are not designed to consider the presence of other agents.

Detecting Individual Decision-Making Style: Exploring Behavioral Stylometry in Chess

1 code implementation NeurIPS 2021 Reid McIlroy-Young, Russell Wang, Siddhartha Sen, Jon Kleinberg, Ashton Anderson

We present a transformer-based approach to behavioral stylometry in the context of chess, where one attempts to identify the player who played a set of games.

Decision Making

Mimetic Models: Ethical Implications of AI that Acts Like You

no code implementations19 Jul 2022 Reid McIlroy-Young, Jon Kleinberg, Siddhartha Sen, Solon Barocas, Ashton Anderson

An emerging theme in artificial intelligence research is the creation of models to simulate the decisions and behavior of specific people, in domains including game-playing, text generation, and artistic expression.

Text Generation

Learning Models of Individual Behavior in Chess

1 code implementation23 Aug 2020 Reid McIlroy-Young, Russell Wang, Siddhartha Sen, Jon Kleinberg, Ashton Anderson

AI systems that can capture human-like behavior are becoming increasingly useful in situations where humans may want to learn from these systems, collaborate with them, or engage with them as partners for an extended duration.

Decision Making

Aligning Superhuman AI with Human Behavior: Chess as a Model System

1 code implementation2 Jun 2020 Reid McIlroy-Young, Siddhartha Sen, Jon Kleinberg, Ashton Anderson

We develop and introduce Maia, a customized version of Alpha-Zero trained on human chess games, that predicts human moves at a much higher accuracy than existing engines, and can achieve maximum accuracy when predicting decisions made by players at a specific skill level in a tuneable way.

Decision Making

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