It has long been believed that Chess is the \emph{Drosophila} of Artificial Intelligence (AI). Studying Chess can productively provide valid knowledge about complex systems. Although remarkable progress has been made on solving Chess, the geometrical landscape of Chess in the strategy space is still mysterious. Judging on AI-generated strategies, researchers hypothesised that the strategy space of Chess possesses a spinning top geometry, with the upright axis representing the \emph{transitive} dimension (e.g., A beats B, B beats C, A beats C), and the radial axis representing the \emph{non-transitive} dimension (e.g., A beats B, B beats C, C beats A). However, it is unclear whether such a hypothesis holds for real-world strategies. In this paper, we quantify the non-transitivity in Chess through real-world data from human players. Specifically, we performed two ways of non-transitivity quantifications -- Nash Clustering and counting the number of Rock-Paper-Scissor cycles -- on over one billion match data from Lichess and FICS. Our findings positively indicate that the strategy space occupied by real-world Chess strategies demonstrates a spinning top geometry, and more importantly, there exists a strong connection between the degree of non-transitivity and the progression of a Chess player's rating. In particular, high degrees of non-transitivity tend to prevent human players from making progress on their Elo rating, whereas progressions are easier to make at the level of ratings where the degree of non-transitivity is lower. Additionally, we also investigate the implication of the degree of non-transitivity for population-based training methods. By considering \emph{fixed-memory Fictitious Play} as a proxy, we reach the conclusion that maintaining large-size and diverse populations of strategies is imperative to training effective AI agents in solving Chess types of games.
翻译:长期以来人们一直认为, Ches 是人工智能(AI) 的直径 。 研究 Ches 可以提供对复杂系统的有效知识。 虽然在解决 Chess 方面已经取得了显著的进展, 但是战略空间中Ches 的几何景观仍然神秘。 从 AI 产生的战略来看, 研究人员假设Ches 的战略空间具有旋转的顶级几何, 右轴代表着更清晰的路径( 例如, A 打 B, B 打 C, A 打 C ) 。 研究 Ches 可以提供对复杂系统的有效知识。 尽管在解决Ches 方面已经取得了显著的进展。 然而, 以 AI 生成的策略来看, Ches 的策略空间空间空间空间空间空间 的 空间 空间 空间 空间 战略 的 地貌空间 空间 战略, 我们通过现实世界 数据, 将 Ches 的不透明性 水平 量化为 。 具体来说, 我们用两种非透明性量化的方法, 也就是不透明性量化, 我们用非透明性量化的, 而不是 机极性, 和 直观 。