Table of Contents
Fetching ...

Game Intelligence: Theory and Computation

Mehmet Mars Seven

TL;DR

This work introduces the Game Intelligence (GI) mechanism to quantify ex-post strategic intelligence of players in $n$-person games by combining outcomes, engine-based mistakes relative to a reference machine, and player strength. It formalizes a general framework with incomplete knowledge, defines Missed Points (MP), Raw GI, and Expected GI, and introduces concepts such as gamingproofness and dynamic consistency. Empirically, GI is applied to a massive chess dataset (over $10^9$ moves), revealing that Magnus Carlsen achieves the highest GI in world-championship games, with Fischer and Kasparov close in the broader elite set; in engine-vs-engine play, Stockfish leads GI rankings when evaluated against other engines. The paper also develops a standardized GI scale (mean 100, SD 15) and demonstrates robustness across world-championship, elite, regular, and engine-vs-engine data, while discussing theoretical questions about existence of maximally intelligent plays, dynamic consistency, and mechanism consistency. Overall, GI provides a tractable, data-driven framework to assess intelligence in competitive settings and suggests potential applications to AI training and cross-domain game analysis.

Abstract

In this paper, I formalize intelligence measurement in games by introducing mechanisms that assign a real number -- interpreted as an intelligence score -- to each player in a game. This score quantifies the ex-post strategic ability of the players based on empirically observable information, such as the actions of the players, the game's outcome, strength of the players, and a reference oracle machine such as a chess-playing artificial intelligence system. Specifically, I introduce two main concepts: first, the Game Intelligence (GI) mechanism, which quantifies a player's intelligence in a game by considering not only the game's outcome but also the "mistakes" made during the game according to the reference machine's intelligence. Second, I define gamingproofness, a practical and computational concept of strategyproofness. To illustrate the GI mechanism, I apply it to an extensive dataset comprising over a billion chess moves, including over a million moves made by top 20 grandmasters in history. Notably, Magnus Carlsen emerges with the highest GI score among all world championship games included in the dataset. In machine-vs-machine games, the well-known chess engine Stockfish comes out on top.

Game Intelligence: Theory and Computation

TL;DR

This work introduces the Game Intelligence (GI) mechanism to quantify ex-post strategic intelligence of players in -person games by combining outcomes, engine-based mistakes relative to a reference machine, and player strength. It formalizes a general framework with incomplete knowledge, defines Missed Points (MP), Raw GI, and Expected GI, and introduces concepts such as gamingproofness and dynamic consistency. Empirically, GI is applied to a massive chess dataset (over moves), revealing that Magnus Carlsen achieves the highest GI in world-championship games, with Fischer and Kasparov close in the broader elite set; in engine-vs-engine play, Stockfish leads GI rankings when evaluated against other engines. The paper also develops a standardized GI scale (mean 100, SD 15) and demonstrates robustness across world-championship, elite, regular, and engine-vs-engine data, while discussing theoretical questions about existence of maximally intelligent plays, dynamic consistency, and mechanism consistency. Overall, GI provides a tractable, data-driven framework to assess intelligence in competitive settings and suggests potential applications to AI training and cross-domain game analysis.

Abstract

In this paper, I formalize intelligence measurement in games by introducing mechanisms that assign a real number -- interpreted as an intelligence score -- to each player in a game. This score quantifies the ex-post strategic ability of the players based on empirically observable information, such as the actions of the players, the game's outcome, strength of the players, and a reference oracle machine such as a chess-playing artificial intelligence system. Specifically, I introduce two main concepts: first, the Game Intelligence (GI) mechanism, which quantifies a player's intelligence in a game by considering not only the game's outcome but also the "mistakes" made during the game according to the reference machine's intelligence. Second, I define gamingproofness, a practical and computational concept of strategyproofness. To illustrate the GI mechanism, I apply it to an extensive dataset comprising over a billion chess moves, including over a million moves made by top 20 grandmasters in history. Notably, Magnus Carlsen emerges with the highest GI score among all world championship games included in the dataset. In machine-vs-machine games, the well-known chess engine Stockfish comes out on top.
Paper Structure (18 sections, 3 theorems, 34 equations, 1 figure, 10 tables)

This paper contains 18 sections, 3 theorems, 34 equations, 1 figure, 10 tables.

Key Result

Proposition 1

Fix a game $\Gamma$ and a machine $M$. Let $\bar{a}$ be a subplay on the path $[x]$ such that $a_i(x)$, where $i=I(x)$, is human-optimal at node $x$. The EGI mechanism is gamingproof for player $i=I(x)$ at node $x\in X$, if for every $a'_i(x)$ the following inequality holds:

Figures (1)

  • Figure 1: GI score distributions of Fischer, Carlsen, and Kasparov in elite competitions

Theorems & Definitions (17)

  • Definition 1: Machine-optimal actions
  • Definition 2: Missed points
  • Definition 3: Raw Game Intelligence
  • Definition 4: Expected GI
  • Remark 1: Existence of machine-optimal actions
  • proof
  • Definition 5: Maximal intelligence
  • Remark 2: Existence of maximally intelligent plays
  • Definition 6: Gamingproofness
  • Proposition 1
  • ...and 7 more