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Maia (shortcut mnemonic) stuff

todos for this thread:
> Pondering moving my posts there that are likely not being read here. Not the ones that use quotes though.
> review backrefs from blog above. main maia public website. academic or research team web sites (blogs), gitub repositories associates, and semantic scholar science papers from maia team about maias project, and memos for extended background if needed, predating those papers, possibly some tangent one that caught my eye as well.
Maia public website
maiachess.com/ | CAPTURING HUMAN STYLE IN CHESS

From that website:

> You can play against Maia yourself on Lichess! You can play Maia 1100, Maia 1500, and Maia 1900.
@maia1 @maia5 @maia9

> blog posts about Maia:

Computational Social Science Lab: Blog: Introducing Maia: a Human-Like Chess Engine Aug 24, 2020
csslab.cs.toronto.edu/blog/2020/08/24/maia_chess_kdd/
broken links on that page, all outlinks but for those to SF, LC0, and a possible early version of the paper (fig11?)

Microsoft Research: Blog: The human side of AI for chess Published November 30, 2020
www.microsoft.com/en-us/research/blog/the-human-side-of-ai-for-chess

www.microsoft.com/en-us/research/blog/the-human-side-of-ai-for-chess/

To chew on (seem very happy with some 50% move matching. I agree more about the 1900 to 1100 not representing same error model as maia might have embedded those bands.
But that is the blog. Unfortunately, it does not make it clear what is the perfect reference basis for the error model, it seems as though they actually did some reinforcemnt learning, but it would not make sense, it is just not touched.

The following is text excerpts i want to ponder or dissect when going to the paper itself. It is possible the second paper offers a better presentation of both error models, by having to present prior work and differentiating clearly from it.

> Maia is an engine designed to play like humans at a particular skill level. To achieve this, we adapted the AlphaZero/Leela Chess framework to learn from human games. We created nine different versions, one for each rating range from 1100-1199 to 1900-1999. We made nine training datasets in the same way that we made the test datasets (described above), with each training set containing 12 million games. We then trained a separate Maia model for each rating bin to create our nine Maias, from Maia 1100 to Maia 1900.

> Importantly, every version of Maia uniquely captures a specific human skill level since every curve achieves its maximum accuracy at a different human rating. Even Maia 1100 achieves over 50% accuracy in predicting 1100-rated moves, and it’s much better at predicting 1100-rated players than 1900-rated players!

> This means something deep about chess: there is such a thing as “1100-rated style.” And furthermore, it can be captured by a machine learning model. This was surprising to us: it would have been possible that human play is a mixture of good moves and random blunders, with 1100-rated players blundering more often and 1900-rated players blundering less often. Then it would have been impossible to capture 1100-rated style, because random blunders are impossible to predict. But since we can predict human play at different levels, there is a reliable, predictable, and maybe even algorithmically teachable difference between one human skill level and the next.

www.microsoft.com/en-us/research/publication/aligning-superhuman-ai-with-human-behavior-chess-as-a-model-system/

> Page top GIF direct link, animated schematic of the whole problem per the researcher formulation (wathchamagonnacallitotherwise?).
www.microsoft.com/en-us/research/uploads/prod/2020/11/1400x788_AiChess_nologo.gif

> Editor’s note: The section “Modeling individual players’ styles with Maia” has been updated as of July 12, 2021.
www.microsoft.com/en-us/research/publication/learning-personalized-models-of-human-behavior-in-chess/

memo: find which page links to this tool (likely top Maia public vitrine)
csslab.github.io/Maia-Agreement-Visualizer/
From main website
> Read the full research paper on Maia , which was published in the 2020 ACM SIGKDD International Conference on Knowledge Discovery and Data Mining (KDD 2020).
Aligning Superhuman AI and Human Behavior: Chess as a Model System (2020)
arxiv.org/abs/2006.01855
(3 versions, need to check for v1 and v2, this is v3, links under abstract)
(I kind of remember having seen more Lichess data analysis preparation work, keyword figure 11)
www.semanticscholar.org/paper/Aligning-Superhuman-AI-with-Human-Behavior%3A-Chess-a-McIlroy-Young-Sen/5a32e6268aa5eaab368c8cdcbb6a571da5e42c28
Repository (code and article)
github.com/CSSLab/maia-chess
> Maia is a human-like neural network chess engine trained on millions of human games.

Learning Models of Individual Behavior in Chess (2022)
arxiv.org/abs/2008.10086
(same: has thing 3 versions, but I have no reasons yet to search back)
www.semanticscholar.org/paper/Learning-Models-of-Individual-Behavior-in-Chess-McIlroy-Young-Wang/2b75894748cde4440509de45d10dd54df83d92d9
Repository (code and article)
github.com/CSSLab/maia-individual
> Modeling individual style in chess with Maia Chess.
Detecting Individual Decision-Making Style: Exploring Behavioral Stylometry in Chess
www.semanticscholar.org/paper/Detecting-Individual-Decision-Making-Style%3A-in-McIlroy-Young-Wang/dbddb2b0d680c516b14ced085799b413cd10fbf2

www.microsoft.com/en-us/research/blog/the-human-side-of-ai-for-chess
www.microsoft.com/en-us/research/project/project-maia/

excerpts from domain website main page with links:

> If you want to see some more examples of Maia's predictions we have a tool here to see where the different models disagree.
csslab.github.io/Maia-Agreement-Visualizer/

> The code for training Maia can be found on our Github Repo.
github.com/CSSLab/maia-chess
BLOG POST Introducing Maia: a Human-Like Chess Engine Aug 24, 2020
csslab.cs.toronto.edu/blog/2020/08/24/maia_chess_kdd/

Datasets (both
csslab.cs.toronto.edu/datasets/#maia_kdd
csslab.cs.toronto.edu/datasets/#monthly_chess_csv
(which they used for first maia paper)

database.lichess.org/
(all of it, monthly, also has puzzle database with unknown subjective themes updating frequency from population feedback, hypothesis, it might only be the automatic tagger, see work by jomega on some tactical theme definitions from the ones provided for human consumption, and those of the automatic tagger).

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