Game Intelligence: Theory and Computation
Mehmet Mars Seven

TL;DR
This paper introduces a formal framework for measuring player intelligence in games using a real-valued score based on strategic ability, mistakes, and reference AI systems, with applications to chess.
Contribution
It proposes the Game Intelligence mechanism and gamingproofness, providing a novel quantitative approach to assess strategic ability in games.
Findings
Magnus Carlsen has the highest GI score among top players.
Stockfish outperforms human players in machine-vs-machine games.
The framework is validated on over a billion chess moves.
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…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsReinforcement Learning in Robotics · Computability, Logic, AI Algorithms · Optimization and Search Problems
