Chess engines passed human strength years ago, but they still don't play like humans. A grandmaster under clock pressure blunders in ways a club player on a hot streak never would. Conventional engines capture none of this. This paper proposes a personality x psyche decomposition to produce behavioral variability in chess play, drawing on patterns observed in human games. Personality is static -- a preset that pins down the engine's character. Psyche is dynamic -- a bounded scalar ψ_t \in [-100, +100], recomputed from five positional factors after every move. These two components feed into an audio-inspired signal chain (noise gate, compressor/expander, five-band equalizer, saturation limiter) that reshapes move probability distributions on the fly. The chain doesn't care what engine sits behind it: any system that outputs move probabilities will do. It needs no search and carries no state beyond ψ_t. I test the framework across 12,414 games against Maia2-1100, feeding it two probability sources that differ by ~2,800x in training data. Both show the same monotonic gradient in top-move agreement (~20-25 pp spread from stress to overconfidence), which tells us the behavioral variation comes from the signal chain, not from the model underneath. When the psyche runs overconfident, the chain mostly gets out of the way (66% agreement with vanilla Maia2). Under stress, the competitive score falls from 50.8% to 30.1%. The patterns are reminiscent of tilt and overconfidence as described in human play, but I should be upfront: this study includes no human-subject validation.
翻译:国际象棋引擎多年前就已超越人类棋力,但其对弈方式仍与人类迥异。特级大师在时间压力下的失误方式,是状态正佳的俱乐部棋手绝不会出现的。传统引擎完全无法捕捉此类特征。本文提出一种"性格×心理"的分解框架,借鉴人类对弈中观察到的行为模式,为国际象棋引擎生成行为变异性。性格是静态的——作为预设参数确定引擎的固有特质。心理是动态的——以有界标量ψ_t ∈ [-100, +100]表示,每步棋后根据五个局面因素重新计算。这两个组件输入受音频处理启发的信号链(噪声门、压缩器/扩展器、五段均衡器、饱和限幅器),实时重塑行棋概率分布。该信号链不依赖后端引擎类型:任何能输出行棋概率的系统均可适配。它无需搜索过程,除ψ_t外不保留任何状态。我在12,414局与Maia2-1100的对弈中测试该框架,为其提供训练数据量相差约2,800倍的两种概率源。两者在最佳行棋选择一致性上呈现相同的单调梯度变化(从紧张到过度自信状态约产生20-25个百分点的波动),这表明行为变异源于信号链而非底层模型。当心理状态处于过度自信时,信号链基本保持中立(与原始Maia2的一致性达66%)。在紧张状态下,竞技胜率从50.8%降至30.1%。这些模式令人联想到人类对弈中描述的"情绪失控"与"过度自信"现象,但需明确指出:本研究未包含人类受试者验证环节。