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Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm

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abstract

The game of chess is the most widely-studied domain in the history of artificial intelligence. The strongest programs are based on a combination of sophisticated search techniques, domain-specific adaptations, and handcrafted evaluation functions that have been refined by human experts over several decades. In contrast, the AlphaGo Zero program recently achieved superhuman performance in the game of Go, by tabula rasa reinforcement learning from games of self-play. In this paper, we generalise this approach into a single AlphaZero algorithm that can achieve, tabula rasa, superhuman performance in many challenging domains. Starting from random play, and given no domain knowledge except the game rules, AlphaZero achieved within 24 hours a superhuman level of play in the games of chess and shogi (Japanese chess) as well as Go, and convincingly defeated a world-champion program in each case.

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representative citing papers

AI safety via debate

stat.ML · 2018-05-02 · conditional · novelty 8.0

AI agents trained through competitive debate can allow polynomial-time human judges to oversee PSPACE-level questions, with MNIST experiments boosting sparse classifier accuracy from 59% to 89% using only 6 pixels.

SPIRAL: Learning to Search and Aggregate

cs.AI · 2026-06-22 · unverdicted · novelty 7.0

SPIRAL is a reinforcement learning framework that jointly optimizes sequential reasoning, parallel trace generation, and aggregation in language models for improved test-time performance.

Alpha-RTL: Test-Time Training for RTL Hardware Optimization

cs.LG · 2026-06-03 · unverdicted · novelty 7.0

TTT-RTL performs per-design test-time RL on an LLM policy with EDA-derived PPA rewards and an adaptive KL controller, reducing geometric-mean PPA product by 65.1% on RTLLM v2.0 and ADP by 59.4% on an industrial FPU unit.

Learning Interactive Real-World Simulators

cs.AI · 2023-10-09 · conditional · novelty 7.0

UniSim learns a universal real-world simulator from orchestrated diverse datasets, enabling zero-shot deployment of policies trained purely in simulation.

Solving Rubik's Cube with a Robot Hand

cs.LG · 2019-10-16 · accept · novelty 7.0

Reinforcement learning models trained only in simulation using automatic domain randomization solve Rubik's cube with a real robot hand.

Inductive general game playing

cs.AI · 2019-06-23 · unverdicted · novelty 7.0

Introduces the IGGP problem and dataset from 50 GGP games, showing existing ILP systems solve at most 40% of tasks perfectly.

Causal inference for social network formation

econ.EM · 2026-04-20 · conditional · novelty 7.0

Random team assignments in a professional firm reveal that indirect ties strongly increase new direct tie formation, while effects of degree and local density are smaller and less robust.

On the Measure of Intelligence

cs.AI · 2019-11-05 · unverdicted · novelty 7.0

Intelligence is skill-acquisition efficiency, and the ARC benchmark measures human-like general fluid intelligence by testing abstraction and reasoning with minimal, innate-like priors.

Matilda: Engine-Agnostic Search with Human Policy Guidance

cs.AI · 2026-06-23 · reject · novelty 6.0

Full text: a residual on Maia-3 logits with Stockfish features improves chess move prediction and yields a 32-d style embedding that is weakly Elo-predictive; the abstract's Matilda/Go claims are absent.

Scaling Self-Play for End-to-End Driving

cs.RO · 2026-06-17 · unverdicted · novelty 6.0

Self-play DAgger training in a batched pixel renderer produces end-to-end driving policies that reach competitive performance on HUGSIM and NAVSIM-v2 after real-world adaptation and improve with more self-play compute.

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