<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Aligning Superhuman AI with Human Behavior: Chess as a Model System · HackerPapers discussions</title><link>https://hackerpaper.kaipfister.de/p/2006.01855/</link><description>Collected HN comments and submissions linking this paper.</description><language>en</language><lastBuildDate>Mon, 02 Nov 2026 11:16:22 GMT</lastBuildDate><atom:link href="https://hackerpaper.kaipfister.de/p/2006.01855/feed.xml" rel="self" type="application/rss+xml" /><item><title>Aligning Superhuman AI with Human Behavior: Chess as a Model System — mentioned by janalsncm</title><link>https://news.ycombinator.com/item?id=45107411</link><guid isPermaLink="false">urn:hackerpapers:mention:2006.01855:45107411</guid><pubDate>Tue, 02 Sep 2025 18:52:23 GMT</pubDate><description>&lt;p&gt;https://arxiv.org/pdf/2006.01855 If you check figure 4, SF at depth 15 matches about 47% of the time which is lower than their NN. So quantitatively, SF isn’t amazing at move matching, and lower than the best NN at its relevant rating range (1900 -&amp;gt; 54%). Qualitatively, SF is pretty unsatisfying as a model of a pro human because a lot of its moves are counterintuitive.&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/2006.01855/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.AI</category></item><item><title>Aligning Superhuman AI with Human Behavior: Chess as a Model System — HN submission</title><link>https://news.ycombinator.com/item?id=34719437</link><guid isPermaLink="false">urn:hackerpapers:submission:2006.01855:34719437</guid><pubDate>Thu, 09 Feb 2023 03:34:24 GMT</pubDate><description>&lt;p&gt;Aligning Superhuman AI with Human Behavior: Chess as a Model System (2020)&lt;/p&gt;&lt;p&gt;&lt;/p&gt;&lt;p&gt;2 points; 0 discussion replies on HN. &lt;a href="https://hackerpaper.kaipfister.de/p/2006.01855/"&gt;Paper and source history&lt;/a&gt;. A submission is not an endorsement.&lt;/p&gt;</description><category>cs.AI</category></item><item><title>Aligning Superhuman AI with Human Behavior: Chess as a Model System — mentioned by lairv</title><link>https://news.ycombinator.com/item?id=33720114</link><guid isPermaLink="false">urn:hackerpapers:mention:2006.01855:33720114</guid><pubDate>Wed, 23 Nov 2022 15:12:47 GMT</pubDate><description>&lt;p&gt;Wow I played a single game but the prediction was very good, it predicted 1636 on lichess while my best elo was ~1600 (though I haven&amp;#x27;t played for about a year) But what&amp;#x27;s even more impressive is that the game felt great to play, I didn&amp;#x27;t get this feeling that the AI would pick on every of my smallest mistakes like you have with Stockfish. I know there has been several research work [0,1] recently to improve the human-ness of chess AIs, but it&amp;#x27;s even more impressive that you are able to do it &amp;quot;online&amp;quot;, in the course of a single game, bravo. I&amp;#x27;d be interested in a blog post with details on the…&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/2006.01855/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.AI</category></item><item><title>Aligning Superhuman AI with Human Behavior: Chess as a Model System — HN submission</title><link>https://news.ycombinator.com/item?id=26116271</link><guid isPermaLink="false">urn:hackerpapers:submission:2006.01855:26116271</guid><pubDate>Fri, 12 Feb 2021 17:42:15 GMT</pubDate><description>&lt;p&gt;Aligning Superhuman AI with Human Behavior: Chess as a Model System&lt;/p&gt;&lt;p&gt;&lt;/p&gt;&lt;p&gt;1 point; 0 discussion replies on HN. &lt;a href="https://hackerpaper.kaipfister.de/p/2006.01855/"&gt;Paper and source history&lt;/a&gt;. A submission is not an endorsement.&lt;/p&gt;</description><category>cs.AI</category></item><item><title>Aligning Superhuman AI with Human Behavior: Chess as a Model System — mentioned by lrossi</title><link>https://news.ycombinator.com/item?id=25811227</link><guid isPermaLink="false">urn:hackerpapers:mention:2006.01855:25811227</guid><pubDate>Sun, 17 Jan 2021 15:08:14 GMT</pubDate><description>&lt;p&gt;Paper: https://arxiv.org/pdf/2006.01855.pdf&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/2006.01855/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.AI</category></item><item><title>Aligning Superhuman AI with Human Behavior: Chess as a Model System — mentioned by Imnimo</title><link>https://news.ycombinator.com/item?id=25521564</link><guid isPermaLink="false">urn:hackerpapers:mention:2006.01855:25521564</guid><pubDate>Wed, 23 Dec 2020 20:04:16 GMT</pubDate><description>&lt;p&gt;It turns out that taking a superhuman player and making it play like a weak human is surprisingly tricky. It&amp;#x27;s not so hard to make a weak player - you just take suboptimal moves instead of the best moves. But often these suboptimal moves are bizarre. A weak human chess player will lose their pieces as they fall prey to forks and skewers and so on - tricks that are hard to see coming for new player. But they will rarely actively throw a piece away by moving it into danger. Even a novice human is pretty decent at looking one move ahead. But to a chess engine, or an MuZero agent, a move that…&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/2006.01855/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.AI</category></item><item><title>Aligning Superhuman AI with Human Behavior: Chess as a Model System — mentioned by reidmcy</title><link>https://news.ycombinator.com/item?id=25268658</link><guid isPermaLink="false">urn:hackerpapers:mention:2006.01855:25268658</guid><pubDate>Tue, 01 Dec 2020 19:12:19 GMT</pubDate><description>&lt;p&gt;Hi everyone, We&amp;#x27;re happy to announce a research project that has been in the works for almost two years! Please meet Maia, a human-like neural network chess engine. Maia is a Leela-style framework that learns from human play instead of self-play, with the goal of making human-like moves instead of optimal moves. Maia predicts the exact moves humans play in real online games over 50% of the time. We intend Maia to power data-driven learning tools and teaching aids, as well as be a fun sparring partner to play against. We trained 9 different versions on 12M Lichess games each, one for each…&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/2006.01855/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.AI</category></item></channel></rss>
