InfoChess: A Game of Adversarial Inference and a Laboratory for Quantifiable Information Control
- URL: http://arxiv.org/abs/2604.15373v1
- Date: Wed, 15 Apr 2026 16:07:42 GMT
- Title: InfoChess: A Game of Adversarial Inference and a Laboratory for Quantifiable Information Control
- Abstract summary: InfoChess is a symmetric adversarial game that elevates competitive information acquisition to the primary objective.<n>Players are scored on their probabilistic inference of the opponent's king location over the duration of the game.<n>We analyze gameplay through natural information-theoretic characterizations that include belief entropy, oracle cross entropy, and predictive log score.
- Score: 3.198144010381572
- License: http://creativecommons.org/licenses/by/4.0/
- Abstract: We propose InfoChess, a symmetric adversarial game that elevates competitive information acquisition to the primary objective. There is no piece capture, removing material incentives that would otherwise confound the role of information. Instead, pieces are used to alter visibility. Players are scored on their probabilistic inference of the opponent's king location over the duration of the game. To explore the space of strategies for playing InfoChess, we introduce a hierarchy of heuristic agents defined by increasing levels of opponent modeling, and train a reinforcement learning agent that outperforms these baselines. Leveraging the discrete structure of the game, we analyze gameplay through natural information-theoretic characterizations that include belief entropy, oracle cross entropy, and predictive log score under the action-induced observation channel. These measures disentangle epistemic uncertainty, calibration mismatch, and uncertainty induced by adversarial movement. The design of InfoChess renders it a testbed for studying multi-agent inference under partial observability. We release code for the environment and agents, and a public interface to encourage further study.
Related papers
- Play Like Champions: Counterfactual Feedback Generation in Latent Space [10.090846922590462]
We introduce Latent Maps of Performance, a framework for counterfactual path generation.<n>We trained a Guided Variational Autoencoder model on 23,305 professional tournament replays.<n>We conclude that there is a trade-off between the path-finding methods we employ and hope that future research will focus on developing model solutions for human improvement.
arXiv Detail & Related papers (2026-06-30T21:15:34Z) - MINDGAMES: A Live Arena for Evaluating Social and Strategic Reasoning in Multi-Agent LLMs [54.81359054218573]
We introduce Mindgames, a multi-game arena and evaluation platform for large language models (LLMs)<n>Mindgames provides a unified interaction interface, TrueSkill-based rating, and full trajectory logging across four game environments.<n>We analyze 29,571 multi-agent games with turn-level observations, actions, and rewards, together with MG-Ref, a deterministic offline tournament protocol.
arXiv Detail & Related papers (2026-05-28T07:33:47Z) - Decoding Defensive Coverage Responsibilities in American Football Using Factorized Attention Based Transformer Models [0.22485007639406518]
This paper presents a factorized attention-based transformer model applied to NFL multi-agent play tracking data.<n>Our model enables predictive modeling of individual player assignments and matchup dynamics throughout the play.<n>Our models achieve approximately 89%+ accuracy for all tasks, with true accuracy potentially higher given annotation ambiguity in the ground truth labels.
arXiv Detail & Related papers (2026-03-26T20:43:30Z) - Theory of Space: Can Foundation Models Construct Spatial Beliefs through Active Exploration? [83.13508919229939]
Theory of Space is defined as an agent's ability to actively acquire information through self-directed, active exploration.<n>A key innovation is spatial belief probing, which prompts models to reveal their internal spatial representations at each step.<n>Our findings suggest that current foundation models struggle to maintain coherent, revisable spatial beliefs during active exploration.
arXiv Detail & Related papers (2026-02-04T19:06:40Z) - How Far Are LLMs from Professional Poker Players? Revisiting Game-Theoretic Reasoning with Agentic Tool Use [52.394999779049606]
Large Language Models (LLMs) are increasingly applied in high-stakes domains.<n>LLMs fail to compete against traditional algorithms.<n>We propose ToolPoker, a tool-integrated reasoning framework.
arXiv Detail & Related papers (2026-01-31T05:45:25Z) - MentalGame: Predicting Personality-Job Fitness for Software Developers Using Multi-Genre Games and Machine Learning Approaches [0.0]
This study proposes a multi-genre serious-game framework combined with machine-learning techniques to predict suitability for software development roles.<n>A custom mobile game was designed to elicit behaviors related to problem solving, planning, adaptability, persistence, time management, and information seeking.<n> Behavioral analysis revealed that proper candidates exhibited distinct gameplay patterns, such as more wins in puzzle-based games, more side challenges, navigating menus more frequently, and exhibiting fewer pauses, retries, and surrender actions.
arXiv Detail & Related papers (2026-01-03T15:09:02Z) - CognitionNet: A Collaborative Neural Network for Play Style Discovery in Online Skill Gaming Platform [6.665636945186558]
We propose a two stage deep neural network, CognitionNet.<n>The first stage focuses on mining game behaviours as cluster representations in a latent space.<n>The second aggregates over these micro patterns to discover play styles.
arXiv Detail & Related papers (2025-05-01T05:51:19Z) - Adversarial Knapsack and Secondary Effects of Common Information for Cyber Operations [0.9378911615939924]
We formalize a dynamical network control game for Capture the Flag (CTF) competitions and detail the static game for each time step.
We define the Adversarial Knapsack optimization problems as a system of interacting Weighted Knapsack problems.
Common awareness of the scenario, rewards, and costs will set the stage for a non-cooperative game.
arXiv Detail & Related papers (2024-03-16T03:41:12Z) - Collusion Detection in Team-Based Multiplayer Games [57.153233321515984]
We propose a system that detects colluding behaviors in team-based multiplayer games.
The proposed method analyzes the players' social relationships paired with their in-game behavioral patterns.
We then automate the detection using Isolation Forest, an unsupervised learning technique specialized in highlighting outliers.
arXiv Detail & Related papers (2022-03-10T02:37:39Z) - Temporally-Aware Feature Pooling for Action Spotting in Soccer
Broadcasts [86.56462654572813]
We focus our analysis on action spotting in soccer broadcast, which consists in temporally localizing the main actions in a soccer game.
We propose a novel feature pooling method based on NetVLAD, dubbed NetVLAD++, that embeds temporally-aware knowledge.
We train and evaluate our methodology on the recent large-scale dataset SoccerNet-v2, reaching 53.4% Average-mAP for action spotting.
arXiv Detail & Related papers (2021-04-14T11:09:03Z) - Moody Learners -- Explaining Competitive Behaviour of Reinforcement
Learning Agents [65.2200847818153]
In a competitive scenario, the agent does not only have a dynamic environment but also is directly affected by the opponents' actions.
Observing the Q-values of the agent is usually a way of explaining its behavior, however, do not show the temporal-relation between the selected actions.
arXiv Detail & Related papers (2020-07-30T11:30:42Z) - Learning to Play Sequential Games versus Unknown Opponents [93.8672371143881]
We consider a repeated sequential game between a learner, who plays first, and an opponent who responds to the chosen action.
We propose a novel algorithm for the learner when playing against an adversarial sequence of opponents.
Our results include algorithm's regret guarantees that depend on the regularity of the opponent's response.
arXiv Detail & Related papers (2020-07-10T09:33:05Z) - Navigating the Landscape of Multiplayer Games [20.483315340460127]
We show how network measures applied to response graphs of large-scale games enable the creation of a landscape of games.
We illustrate our findings in domains ranging from canonical games to complex empirical games capturing the performance of trained agents pitted against one another.
arXiv Detail & Related papers (2020-05-04T16:58:17Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.