Mastering Board Games by External and Internal Planning with Language Models
Paper · 2024 · John Schultz, Jakub Adamek, Matej Jusup et al.
Summary
The paper asks whether a language model can plan well enough to play board games at a high level without help from a game engine during play. The authors pre-train a Transformer called MAV (multi-action-value model) only on textual game records for Chess, Chess960, Connect Four and Hex. Training targets come from engine annotations. A single MAV call can update the board after a move, list legal moves, detect terminal positions, score the top-k candidate moves with discretized win probabilities, and name the best action.
MAV is used for search in two ways. In external search, it serves as the transition and value function inside an asynchronous MCTS loop. In internal search, it learns to write out a linearized minimax tree in context and then commit to a move, extending the Stream of Search idea to much harder games.
Both approaches clearly strengthen play over the base model. With MCTS, chess play reaches Grandmaster level using a search budget close to that of human players. The authors suggest that pairing search with learned domain knowledge could also help LLM reasoning outside games.
Key points
- Action values are classified into 64 bucket tokens rather than regressed. For chess, Stockfish centipawn scores are converted to win probabilities using the Lichess formula. Connect Four is labelled with Fhourstones and Hex with neurobenzene.
- Two design choices address specific problems:
- Move order in training examples is randomized to reduce hallucinations.
- A
%best_actioncommand teaches the model to convert winning positions without engine tie-breaking.
- Mean scoring (the expectation over buckets) is compared with max scoring (the mode). Mean scoring separates moves better in near-equal positions.
- MAV–MCTS considers roughly 100–1k moves per decision, compared with about 10k simulations for AlphaZero. It gains around +300 Elo even with this limited budget, and strength keeps rising as simulations increase in every game.
- Internal search (MAV–IS) was tested at breadth up to 4 and depth 2, and its Elo grows with the token budget. It produced a correctly shaped search tree in 99.6% of 5,980 sampled positions. On chess world-modeling metrics it is about 99.5–100% accurate, including on Lichess puzzles and out-of-distribution random boards.
Institutions
Fields, topics and concepts
📚 Shelves 2The field of science this work belongs to (OpenAlex fields).Computer Science · 19,503 worksArtificial Intelligence · 18,805 works
🧭 Topics 1Research subjects and languages the work is about.Language models & pretraining · 4,145 works
Cite
Cite as John Schultz, Jakub Adamek, Matej Jusup, Marc Lanctot, Michael Kaisers, Sarah Perrin, Daniel Hennes, Jeremy Shar, Cannada Lewis, Anian Ruoss, Tom Zahavy, Petar Veličkovic, Laurel Prince, Satinder Singh, Eric Malmi and Nenad Tomašev. 2024. Mastering Board Games by External and Internal Planning with Language Models. arXiv:2412.12119.
@misc{schultz2024mastering,
title = {{Mastering Board Games by External and Internal Planning with Language Models}},
author = {John Schultz, Jakub Adamek, Matej Jusup, Marc Lanctot, Michael Kaisers, Sarah Perrin, Daniel Hennes, Jeremy Shar, Cannada Lewis, Anian Ruoss, Tom Zahavy, Petar Velivckovic, Laurel Prince, Satinder Singh, Eric Malmi and Nenad Tomavsev},
year = {2024},
doi = {10.48550/arxiv.2412.12119},
eprint = {2412.12119},
archivePrefix = {arXiv},
url = {https://doi.org/10.48550/arxiv.2412.12119}
}References
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