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This research investigates whether independently trained AI agents can accurately simulate human-like interactions in unseen scenarios, using elite chess players as a controlled testbed. The study demonstrates that specific modeling techniques can successfully recover distinct behavioral aspects—such as strategic style and win/loss outcomes—without compromising one for the other. These findings advance our understanding of how to construct synthetic societies or multi-agent systems that faithfully replicate complex human dynamics.
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Amadeus: When Models of People Meet

arXiv2 min read

arXiv:2609.35835v1 Announce Type: cross Abstract: With the sheer constant advancements raining down in the field of Artificial Intelligence, one particular possibility that may cross our mind is whether it is possible to model agents after humans and, in turn, use these agents to carry out synthetic interactions that predict their real counterparts, or even interactions at a larger scale such as groups or societies. In this paper, we test a more controlled version of this question through chess. We use 8 elite chess players, seal their direct pairwise games, learn each player independently using different methods, and then compose the resulting models on the withheld dyads. To evaluate the generated interactions, we use two measurements: opening-family total variation distance and win-draw-loss (WDL) total variation distance. M1 reduces WDL-TV while leaving opening-family TV largely unchanged, whereas M2 substantially reduces opening-family TV while having little effect on WDL-TV. An additional post-hoc method combining components of the other two retains improvements across both measurements. These results suggest that independently learned models can recover aspects of previously unseen interactions, and that recovery across different behavioural aspects need not be mutually exclusive.

Abstract:With the sheer constant advancements raining down in the field of Artificial Intelligence, one particular possibility that may cross our mind is whether it is possible to model agents after humans and, in turn, use these agents to carry out synthetic interactions that predict their real counterparts, or even interactions at a larger scale such as groups or societies. In this paper, we test a more controlled version of this question through chess. We use 8 elite chess players, seal their direct pairwise games, learn each player independently using different methods, and then compose the resulting models on the withheld dyads. To evaluate the generated interactions, we use two measurements: opening-family total variation distance and win-draw-loss (WDL) total variation distance. M1 reduces WDL-TV while leaving opening-family TV largely unchanged, whereas M2 substantially reduces opening-family TV while having little effect on WDL-TV. An additional post-hoc method combining components of the other two retains improvements across both measurements. These results suggest that independently learned models can recover aspects of previously unseen interactions, and that recovery across different behavioural aspects need not be mutually exclusive.

Multiagent Systems (cs.MA); Machine Learning (cs.LG)

arXiv:2609.35835 [cs.MA]

(or arXiv:2609.35835v1 [cs.MA] for this version)

https://doi.org/10.48550/arXiv.2609.35835 Focus to learn more arXiv-issued DOI via DataCite

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Full text under the publisher's open licence · 277 words

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