General search techniques without common knowledge for imperfect-information games, and application to superhuman Fog of War chess
Brian Hu Zhang, Tuomas Sandholm

TL;DR
This paper introduces Obscuro, a superhuman AI for Fog of War chess, demonstrating advanced search techniques for imperfect-information games and outperforming previous AI and human players, including the best in the world.
Contribution
The paper presents novel search methods enabling strong, scalable reasoning in imperfect-information games, specifically applied to Fog of War chess, achieving superhuman performance.
Findings
Obscuro outperforms prior AI and human players.
FoW chess is the largest imperfect-information turn-based game with superhuman AI.
Successful application of imperfect-information search techniques.
Abstract
Since the advent of AI, games have served as progress benchmarks. Meanwhile, imperfect-information variants of chess have existed for over a century, present extreme challenges, and have been the focus of decades of AI research. Beyond calculation needed in regular chess, they require reasoning about information gathering, the opponent's knowledge, signaling, etc. The most popular variant, Fog of War (FoW) chess (a.k.a. dark chess), has been a major challenge problem in imperfect-information game solving since superhuman performance was reached in no-limit Texas hold'em poker. We present Obscuro, the first superhuman AI for FoW chess. It introduces advances to search in imperfect-information games, enabling strong, scalable reasoning. Experiments against the prior state-of-the-art AI and human players -- including the world's best -- show that Obscuro is significantly stronger. FoW…
Peer Reviews
Decision·ICLR 2026 Poster
Obscuro seems to be the first superhuman AI in the fog of war chess variant. The paper does a good job of explaining the difficulties associated with developing AI in this kind of setting.
- My biggest concern is the significance of the contribution. Even if all of the claims in the paper are completely accurate (and see below for concerns on that front), it's not clear to me that applying mostly known tricks to develop superhuman AI in this niche chess variant constitutes enough for acceptance. Despite being a lifelong chess fan, and even a chess variants fan, I've never heard of fog of war chess. I don't think the abstract's claim that FoW chess has been "the main challenge prob
- very good motivation - great outcomes, producing the first superhuman FoW agent - overall well-written paper
- low originality by mainly engineering the current SOTA - contributions only clearly stated in the ablation - use of crafted, not learned value-function - no learning at all, only search - overuse of footnotes decreases readability
- The paper addresses a central limitation of existing imperfect-information search methods. KLUSS provides a pragmatic and scalable alternative that extends the reach of search-based techniques. - The system combines ideas from recent developments in counterfactual regret minimization, tree expansion policies, and real-time planning, demonstrating a coherent and well-engineered design. - The empirical results are strong. The performance can be achieved with relatively small computation, undersc
- The interaction between PCFR+, one-sided GT-CFR, and KLUSS lacks a unified theoretical analysis. Each component has individual convergence guarantees under specific settings, but their concurrent use in a dynamically expanding and pruned search tree leaves correctness unproven. - Although framed as a general search method, Obscuro’s performance critically depends on Stockfish’s perfect-information evaluation function. This component embeds extensive domain knowledge from conventional chess, po
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsArtificial Intelligence in Games · Data Management and Algorithms · Computability, Logic, AI Algorithms
MethodsFocus
