Cited by 166Artificial Intelligence in GamesArtificial Intelligence ApplicationsReinforcement Learning in Robotics

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Acquisition of chess knowledge in AlphaZero

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McGrath, Thomas, Kapishnikov, Andrei, Tomašev, Nenad, Pearce, Adam, Wattenberg, Martin, Hassabis, Demis, Kim, Been, Paquet, Ulrich, Kramnik, Vladimir·2022·Proceedings of the National Academy of Sciences

Abstract

We analyze the knowledge acquired by AlphaZero, a neural network engine that learns chess solely by playing against itself yet becomes capable of outperforming human chess players. Although the system trains without access to human games or guidance, it appears to learn concepts analogous to those used by human chess players. We provide two lines of evidence. Linear probes applied to AlphaZero’s internal state enable us to quantify when and where such concepts are represented in the network. We also describe a behavioral analysis of opening play, including qualitative commentary by a former world chess champion.

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  • Probes have also been applied in vision and deep reinforcement learning.

    “They have also been applied in vision (Alain & Bengio, 2017;Kim et al., 2018b) and deep reinforcement learning (McGrath et al., 2022;Forde et al., 2023).”

    From Open Problems in Mechanistic Interpretability (2025) · cites this paper as McGrath et al., 2022

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Research works printed but not linked: 41

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Metadata

Authors
McGrath, T., Kapishnikov, A., Tomašev, N., Pearce, A., Wattenberg, M., Hassabis, D., Kim, B., Paquet, U., & Kramnik, V.
Affiliations
  • Google DeepMind (United Kingdom) (GB)
  • Google (United States) (US)
  • World Chess Champion, 2000–2007
Corresponding author
McGrath, Thomas
Venue
Proceedings of the National Academy of Sciences
Published
2022-11-14
Volume
119
Issue
47
Pages
e2206625119-e2206625119
ISSN
  • 0027-8424 (ISSN-L)
  • 1091-6490
OpenAlex
W3212876771
Cited by
166
References
9
Citations by year
2026: 29 · 2025: 25 · 2024: 38 · 2023: 41 · 2022: 33
FWCI
9.17
Type
journal article
Language
en
Open access
Locations
  • Proceedings of the National Academy of Sciences (publishedVersion, cc-by)
  • PubMed Central (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • arXiv (Cornell University) (submittedVersion)
  • arXiv (Cornell University)
Topics
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence Applications
  • Physical Sciences › Computer Science › Artificial Intelligence › Reinforcement Learning in Robotics
Keywords
AlphaZero, chess, knowledge acquisition, self-play reinforcement learning, linear probing, internal representations, behavior analysis, neural network interpretability
MeSH terms
Humans, Learning, Recreation, Neural Networks, Computer

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