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Ashton Anderson

Ashton Anderson contributes to research discovery and scholarly infrastructure.

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Published work

8 published item(s)

preprint2026arXiv

Chessformer: A Unified Architecture for Chess Modeling

Chess has long served as a canonical testbed for artificial intelligence, but modeling approaches for its central tasks have diverged. Maximizing playing strength, predicting human play, and enabling interpretability are typically solved with disparate architectures, and these designs are often misaligned with the geometry of the domain. This raises the natural question of whether these objectives require separate modeling paradigms, or if there exists a single architecture that supports them simultaneously. We introduce Chessformer, a unified architecture that advances the state of the art on all three central goals in chess modeling. Chessformer is an encoder-only transformer that represents board squares as tokens, augments self-attention with a novel dynamic positional encoding called Geometric Attention Bias (GAB) that adapts to domain-specific geometry, and predicts actions with an attention-based source-destination policy head. We evaluate Chessformer on each front. First, we develop \maiathree, a family of models for human move prediction that reaches 57.1\% move-matching accuracy, significantly surpassing the previous state of the art with fewer than a quarter of the parameters. Second, we integrate Chessformer into Leela Chess Zero, a leading open-source engine, adding over 100 Elo of playing strength and resulting in tournament victories over Stockfish in major computer chess competitions. Third, we show that Chessformer's square-token design makes attention patterns and activations directly attributable to board squares, enabling granular interpretability analyses that prior architectures do not naturally support. More broadly, our results demonstrate that aligning a model's tokenization, positional encoding, and output design with the underlying structure of a domain can yield simultaneous gains in performance, human compatibility, and interpretability.

preprint2022arXiv

Anticipated versus Actual Effects of Platform Design Change: A Case Study of Twitter's Character Limit

The design of online platforms is both critically important and challenging, as any changes may lead to unintended consequences, and it can be hard to predict how users will react. Here we conduct a case study of a particularly important real-world platform design change: Twitter's decision to double the character limit from 140 to 280 characters to soothe users' need to ''cram'' or ''squeeze'' their tweets, informed by modeling of historical user behavior. In our analysis, we contrast Twitter's anticipated pre-intervention predictions about user behavior with actual post-intervention user behavior: Did the platform design change lead to the intended user behavior shifts, or did a gap between anticipated and actual behavior emerge? Did different user groups react differently? We find that even though users do not ''cram'' as much under 280 characters as they used to under 140 characters, emergent ``cramming'' at the new limit seems to not have been taken into account when designing the platform change. Furthermore, investigating textual features, we find that, although post-intervention ''crammed'' tweets are longer, their syntactic and semantic characteristics remain similar and indicative of ''squeezing''. Applying the same approach as Twitter policy-makers, we create updated counterfactual estimates and find that the character limit would need to be increased further to reduce cramming that re-emerged at the new limit. We contribute to the rich literature studying online user behavior with an empirical study that reveals a dynamic interaction between platform design and user behavior, with immediate policy and practical implications for the design of socio-technical systems.

preprint2022arXiv

Detecting Individual Decision-Making Style: Exploring Behavioral Stylometry in Chess

The advent of machine learning models that surpass human decision-making ability in complex domains has initiated a movement towards building AI systems that interact with humans. Many building blocks are essential for this activity, with a central one being the algorithmic characterization of human behavior. While much of the existing work focuses on aggregate human behavior, an important long-range goal is to develop behavioral models that specialize to individual people and can differentiate among them. To formalize this process, we study the problem of behavioral stylometry, in which the task is to identify a decision-maker from their decisions alone. We present a transformer-based approach to behavioral stylometry in the context of chess, where one attempts to identify the player who played a set of games. Our method operates in a few-shot classification framework, and can correctly identify a player from among thousands of candidate players with 98% accuracy given only 100 labeled games. Even when trained on amateur play, our method generalises to out-of-distribution samples of Grandmaster players, despite the dramatic differences between amateur and world-class players. Finally, we consider more broadly what our resulting embeddings reveal about human style in chess, as well as the potential ethical implications of powerful methods for identifying individuals from behavioral data.

preprint2022arXiv

Learning Models of Individual Behavior in Chess

AI systems that can capture human-like behavior are becoming increasingly useful in situations where humans may want to learn from these systems, collaborate with them, or engage with them as partners for an extended duration. In order to develop human-oriented AI systems, the problem of predicting human actions -- as opposed to predicting optimal actions -- has received considerable attention. Existing work has focused on capturing human behavior in an aggregate sense, which potentially limits the benefit any particular individual could gain from interaction with these systems. We extend this line of work by developing highly accurate predictive models of individual human behavior in chess. Chess is a rich domain for exploring human-AI interaction because it combines a unique set of properties: AI systems achieved superhuman performance many years ago, and yet humans still interact with them closely, both as opponents and as preparation tools, and there is an enormous corpus of recorded data on individual player games. Starting with Maia, an open-source version of AlphaZero trained on a population of human players, we demonstrate that we can significantly improve prediction accuracy of a particular player's moves by applying a series of fine-tuning methods. Furthermore, our personalized models can be used to perform stylometry -- predicting who made a given set of moves -- indicating that they capture human decision-making at an individual level. Our work demonstrates a way to bring AI systems into better alignment with the behavior of individual people, which could lead to large improvements in human-AI interaction.

preprint2022arXiv

Mimetic Models: Ethical Implications of AI that Acts Like You

An emerging theme in artificial intelligence research is the creation of models to simulate the decisions and behavior of specific people, in domains including game-playing, text generation, and artistic expression. These models go beyond earlier approaches in the way they are tailored to individuals, and the way they are designed for interaction rather than simply the reproduction of fixed, pre-computed behaviors. We refer to these as mimetic models, and in this paper we develop a framework for characterizing the ethical and social issues raised by their growing availability. Our framework includes a number of distinct scenarios for the use of such models, and considers the impacts on a range of different participants, including the target being modeled, the operator who deploys the model, and the entities that interact with it.

preprint2020arXiv

Adoption of Twitter's New Length Limit: Is 280 the New 140?

In November 2017, Twitter doubled the maximum allowed tweet length from 140 to 280 characters, a drastic switch on one of the world's most influential social media platforms. In the first long-term study of how the new length limit was adopted by Twitter users, we ask: Does the effect of the new length limit resemble that of the old one? Or did the doubling of the limit fundamentally change how Twitter is shaped by the limited length of posted content? By analyzing Twitter's publicly available 1% sample over a period of around 3 years, we find that, when the length limit was raised from 140 to 280 characters, the prevalence of tweets around 140 characters dropped immediately, while the prevalence of tweets around 280 characters rose steadily for about 6 months. Despite this rise, tweets approaching the length limit have been far less frequent after than before the switch. We find widely different adoption rates across languages and client-device types. The prevalence of tweets around 140 characters before the switch in a given language is strongly correlated with the prevalence of tweets around 280 characters after the switch in the same language, and very long tweets are vastly more popular on Web clients than on mobile clients. Moreover, tweets of around 280 characters after the switch are syntactically and semantically similar to tweets of around 140 characters before the switch, manifesting patterns of message squeezing in both cases. Taken together, these findings suggest that the new 280-character limit constitutes a new, less intrusive version of the old 140-character limit. The length limit remains an important factor that should be considered in all studies using Twitter data.

preprint2020arXiv

Aligning Superhuman AI with Human Behavior: Chess as a Model System

As artificial intelligence becomes increasingly intelligent---in some cases, achieving superhuman performance---there is growing potential for humans to learn from and collaborate with algorithms. However, the ways in which AI systems approach problems are often different from the ways people do, and thus may be uninterpretable and hard to learn from. A crucial step in bridging this gap between human and artificial intelligence is modeling the granular actions that constitute human behavior, rather than simply matching aggregate human performance. We pursue this goal in a model system with a long history in artificial intelligence: chess. The aggregate performance of a chess player unfolds as they make decisions over the course of a game. The hundreds of millions of games played online by players at every skill level form a rich source of data in which these decisions, and their exact context, are recorded in minute detail. Applying existing chess engines to this data, including an open-source implementation of AlphaZero, we find that they do not predict human moves well. We develop and introduce Maia, a customized version of Alpha-Zero trained on human chess games, that predicts human moves at a much higher accuracy than existing engines, and can achieve maximum accuracy when predicting decisions made by players at a specific skill level in a tuneable way. For a dual task of predicting whether a human will make a large mistake on the next move, we develop a deep neural network that significantly outperforms competitive baselines. Taken together, our results suggest that there is substantial promise in designing artificial intelligence systems with human collaboration in mind by first accurately modeling granular human decision-making.

preprint2020arXiv

De-anonymization of authors through arXiv submissions during double-blind review

In this paper, we investigate the effects of releasing arXiv preprints of papers that are undergoing a double-blind review process. In particular, we ask the following research question: What is the relation between de-anonymization of authors through arXiv preprints and acceptance of a research paper at a (nominally) double-blind venue? Under two conditions: papers that are released on arXiv before the review phase and papers that are not, we examine the correlation between the reputation of their authors with the review scores and acceptance decisions. By analyzing a dataset of ICLR 2020 and ICLR 2019 submissions (n=5050), we find statistically significant evidence of positive correlation between percentage acceptance and papers with high reputation released on arXiv. In order to understand this observed association better, we perform additional analyses based on self-specified confidence scores of reviewers and observe that less confident reviewers are more likely to assign high review scores to papers with well known authors and low review scores to papers with less known authors, where reputation is quantified in terms of number of Google Scholar citations. We emphasize upfront that our results are purely correlational and we neither can nor intend to make any causal claims. A blog post accompanying the paper and our scraping code will be linked in the project website https://sites.google.com/view/deanon-arxiv/home