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AlphaDDA: Strategies for Adjusting the Playing Strength of a Fully Trained AlphaZero System to a Suitable Human Training Partner

Machine Learning · Submitted 11 Nov 2021

abstract compiled · 2026-09-23 · no language-model review

The authors' main claim This study shows that AlphaDDA can balance its skill with that of the other AI agents, except for a random player.

how it is stated · asserted 1.00 read the record →

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arXiv ID2111.06266 (version 4)
Pith IDZKY3H2SS, Pith's permanent record of this paper and its review
CitationKazuhisa Fujita. "AlphaDDA: Strategies for Adjusting the Playing Strength of a Fully Trained AlphaZero System to a Suitable Human Training Partner." arXiv:2111.06266 (2021). https://pith.science/paper/ZKY3H2SS
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The paper's own sentences, arranged. Each label is drawn from a closed vocabulary; the number beside it is the probability the classifier gave that label. Numbers in the tables are the authors', checked by code. No sentence in this record was written by a model.

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Compiled by classifier-1.13.0 via TypeSafe API, question bank abstract-p1-20260923, 2026-09-23: 1 request, 11,402 input tokens.

What the abstract itself states, as probabilities: claims first 0.05 · states limitation 0.86 · human participants 0.06 · controlled comparison 0.76 · randomized assignment 0.02 · states quantitative result 0.06 · compares with prior results 0.82 · mentions code or data availability 0.02.

The abstract, sentence by sentence

arXiv listing abstract v4. Results and the main claim are underlined; .

Artificial intelligence (AI) has achieved superhuman performance in board games such as Go, chess, and Othello (Reversi). In other words, the AI system surpasses the level of a strong human expert player in such games. In this context, it is difficult for a human player to enjoy playing the games with the AI. To keep human players entertained and immersed in a game, the AI is required to dynamically balance its skill with that of the human player. To address this issue, we propose AlphaDDA, an AlphaZero-based AI with dynamic difficulty adjustment (DDA). AlphaDDA consists of a deep neural network (DNN) and a Monte Carlo tree search, as in AlphaZero. AlphaDDA learns and plays a game the same way as AlphaZero, but can change its skills. AlphaDDA estimates the value of the game state from only the board state using the DNN. AlphaDDA changes a parameter dominantly controlling its skills according to the estimated value. Consequently, AlphaDDA adjusts its skills according to a game state. AlphaDDA can adjust its skill using only the state of a game without any prior knowledge regarding an opponent. In this study, AlphaDDA plays Connect4, Othello, and 6x6 Othello with other AI agents. Other AI agents are AlphaZero, Monte Carlo tree search, the minimax algorithm, and a random player. This study shows that AlphaDDA can balance its skill with that of the other AI agents, except for a random player. The DDA ability of AlphaDDA is based on an accurate estimation of the value from the state of a game. We believe that the AlphaDDA approach for DDA can be used for any game AI system if the DNN can accurately estimate the value of the game state and we know a parameter controlling the skills of the AI system.

background contribution method result interpretation main claim

What the classifier reports for each sentence. The number is the probability it gave the label.
#sentencerolethe authors' own workstates the main conclusionstrength
s0 Artificial intelligence (AI) has achieved superhuman performance in board games such as Go, chess, and Othello (Reversi). background 1.00 0.04 0.02 asserted 1.00
s1 In other words, the AI system surpasses the level of a strong human expert player in such games. background 0.89 0.05 0.02 asserted 1.00
s2 In this context, it is difficult for a human player to enjoy playing the games with the AI. background 0.91 0.08 0.02 asserted 0.99
s3 To keep human players entertained and immersed in a game, the AI is required to dynamically balance its skill with that of the human player. background 0.89 0.05 0.04 asserted 0.99
s4 To address this issue, we propose AlphaDDA, an AlphaZero-based AI with dynamic difficulty adjustment (DDA). contribution 0.99 0.79 0.08 asserted 1.00
s5 AlphaDDA consists of a deep neural network (DNN) and a Monte Carlo tree search, as in AlphaZero. method 0.97 0.37 0.03 asserted 1.00
s6 AlphaDDA learns and plays a game the same way as AlphaZero, but can change its skills. method 0.82 0.51 0.05 asserted 1.00
s7 AlphaDDA estimates the value of the game state from only the board state using the DNN. method 1.00 0.52 0.03 asserted 1.00
s8 AlphaDDA changes a parameter dominantly controlling its skills according to the estimated value. method 0.99 0.72 0.06 asserted 1.00
s9 Consequently, AlphaDDA adjusts its skills according to a game state. method 0.79 0.70 0.14 asserted 1.00
s10 AlphaDDA can adjust its skill using only the state of a game without any prior knowledge regarding an opponent. method 0.54 0.73 0.12 asserted 0.64
s11 In this study, AlphaDDA plays Connect4, Othello, and 6x6 Othello with other AI agents. method 0.80 0.93 0.03 asserted 0.97
s12 Other AI agents are AlphaZero, Monte Carlo tree search, the minimax algorithm, and a random player. method 0.95 0.69 0.02 asserted 0.99
s13 This study shows that AlphaDDA can balance its skill with that of the other AI agents, except for a random player. result 1.00 0.94 0.53 asserted 1.00
s14 The DDA ability of AlphaDDA is based on an accurate estimation of the value from the state of a game. interpretation 0.91 0.69 0.24 asserted 1.00
s15 We believe that the AlphaDDA approach for DDA can be used for any game AI system if the DNN can accurately estimate the value of the game state and we know a parameter controlling the skills of the AI system. interpretation 0.69 0.15 0.51 hedged possibility 0.77

What kind of paper the classifier reports this is: method or tool 1.00 · evidence from observation or experiment 0.54.

What was examined, and what was not

sources read
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not examined
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  • references and citing sentences
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Every quoted sentence on this record is the authors'. Every label is from Pith's closed vocabulary, with the probability shown beside it. Every number in the measurements table is the authors', checked by code. Record as JSON

The paper
Original abstract

Artificial intelligence (AI) has achieved superhuman performance in board games such as Go, chess, and Othello (Reversi). In other words, the AI system surpasses the level of a strong human expert player in such games. In this context, it is difficult for a human player to enjoy playing the games with the AI. To keep human players entertained and immersed in a game, the AI is required to dynamically balance its skill with that of the human player. To address this issue, we propose AlphaDDA, an AlphaZero-based AI with dynamic difficulty adjustment (DDA). AlphaDDA consists of a deep neural network (DNN) and a Monte Carlo tree search, as in AlphaZero. AlphaDDA learns and plays a game the same way as AlphaZero, but can change its skills. AlphaDDA estimates the value of the game state from only the board state using the DNN. AlphaDDA changes a parameter dominantly controlling its skills according to the estimated value. Consequently, AlphaDDA adjusts its skills according to a game state. AlphaDDA can adjust its skill using only the state of a game without any prior knowledge regarding an opponent. In this study, AlphaDDA plays Connect4, Othello, and 6x6 Othello with other AI agents. Other AI agents are AlphaZero, Monte Carlo tree search, the minimax algorithm, and a random player. This study shows that AlphaDDA can balance its skill with that of the other AI agents, except for a random player. The DDA ability of AlphaDDA is based on an accurate estimation of the value from the state of a game. We believe that the AlphaDDA approach for DDA can be used for any game AI system if the DNN can accurately estimate the value of the game state and we know a parameter controlling the skills of the AI system.

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