InfoChess: A Game of Adversarial Inference and a Laboratory for Quantifiable Information Control

· Source: cs.AI updates on arXiv.org · Field: Technology & Digital — Artificial Intelligence & Machine Learning, Robotics & Autonomous Systems, Gaming & Interactive Media · Depth: Expert, long

Summary

InfoChess is a novel symmetric adversarial game designed to isolate competitive information acquisition as its primary objective, unlike traditional games where information is instrumental to other goals like material gain. Players score by probabilistically inferring the opponent's king location throughout the game, with no piece capture. Pieces alter visibility, and all pieces move one square in any direction, but rooks and bishops cast extended lines of sight while pawns obstruct vision. The game introduces a hierarchy of heuristic agents with increasing opponent modeling, alongside a reinforcement learning (RL) agent that surpasses these baselines. Gameplay is analyzed using information-theoretic measures such as belief entropy, oracle cross entropy, and observer cross entropy, which help disentangle epistemic uncertainty, calibration mismatch, and uncertainty from adversarial movement. The authors provide code for the environment and agents, establishing InfoChess as a testbed for multi-agent inference under partial observability.

Key takeaway

For AI scientists and machine learning engineers developing multi-agent systems, InfoChess offers a controlled environment to study adversarial inference and strategic concealment. You should consider its design principles for isolating specific mechanisms in complex systems, particularly when disentangling information dynamics from other objectives. The provided code and public interface encourage experimentation with novel belief modeling and reinforcement learning strategies in partially observable settings.

Key insights

InfoChess isolates competitive information acquisition as the sole objective in a symmetric adversarial game.

Principles

Method

InfoChess uses a fixed horizon of 25 turns per side, scoring players on the probability mass assigned to the true opponent king location at each turn, with initial king placement randomized across four back-row squares.

In practice

Topics

Code references

Best for: AI Scientist, Machine Learning Engineer, Research Scientist

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Editorial summary, takeaway, and curation by AIssential. Original article published by cs.AI updates on arXiv.org.