arXiv:2603.05352cs.AIcs.HC2026-03被引 1

让棋类引擎模拟人类情绪波动,通过动态心理状态影响走法决策。

Ailed: A Psyche-Driven Chess Engine with Dynamic Emotional Modulation

  • 用静态人格+动态心理值构建行为多样性机制
  • 心理值从-100到+100变化,导致顶级走法认同率差25个百分点
  • 无需改变底层模型,适合作为通用行为调节框架

传统国际象棋引擎虽已超越人类水平,但其下法缺乏人类特有的情绪化表现。本文提出一种人格-心理分解框架,模拟人类对局中的行为变异性。人格为固定属性,定义引擎性格;心理值ψ_t ∈ [-100, +100]为动态变量,每步后基于五个位置因素重算。二者输入一个受音频信号处理启发的动态链路(噪声门、压缩/扩展器、五段均衡器、饱和限幅器),实时调整走法概率分布。该框架不依赖具体引擎,无搜索开销,仅需存储ψ_t。在12,414场与Maia2-1100的对局中,两种训练数据相差约2,800倍的模型均呈现相似的单调梯度:从压力到过度自信,顶级走法一致率下降约20–25个百分点,证明行为差异源自信号链而非底层模型。心理过盛时与原版马亚2达成66%一致;压力下胜率由50.8%降至30.1%,模式类似人类的“情绪失控”与“自大”,但未进行人类受试验证。

原文摘要 · Abstract (English)

Chess engines passed human strength years ago, but they still don't play like humans. A grandmaster under clock pressure blunders in ways a club player on a hot streak never would. Conventional engines capture none of this. This paper proposes a personality x psyche decomposition to produce behavioral variability in chess play, drawing on patterns observed in human games. Personality is static -- a preset that pins down the engine's character. Psyche is dynamic -- a bounded scalar ψ_t \in [-100, +100], recomputed from five positional factors after every move. These two components feed into an audio-inspired signal chain (noise gate, compressor/expander, five-band equalizer, saturation limiter) that reshapes move probability distributions on the fly. The chain doesn't care what engine sits behind it: any system that outputs move probabilities will do. It needs no search and carries no state beyond ψ_t. I test the framework across 12,414 games against Maia2-1100, feeding it two probability sources that differ by ~2,800x in training data. Both show the same monotonic gradient in top-move agreement (~20-25 pp spread from stress to overconfidence), which tells us the behavioral variation comes from the signal chain, not from the model underneath. When the psyche runs overconfident, the chain mostly gets out of the way (66% agreement with vanilla Maia2). Under stress, the competitive score falls from 50.8% to 30.1%. The patterns are reminiscent of tilt and overconfidence as described in human play, but I should be upfront: this study includes no human-subject validation.

棋类智能情绪建模行为多样性

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