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

arXiv cs.AI / 4/20/2026

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Key Points

  • The paper introduces InfoChess, a symmetric adversarial game where the main goal is acquiring information rather than capturing pieces.
  • By removing piece capture and using moves to change visibility, the game cleanly isolates information effects and enables scoring based on probabilistic inference of the opponent’s king location.
  • The authors propose multiple heuristic agent baselines with progressively stronger opponent modeling and train a reinforcement learning agent that outperforms these strategies.
  • They analyze gameplay using information-theoretic metrics—such as belief entropy, oracle cross entropy, and predictive log score—separating epistemic uncertainty, calibration issues, and adversarially induced uncertainty.
  • The work positions InfoChess as a testbed for multi-agent inference under partial observability and releases an environment/agent codebase plus a public interface for further research.

Abstract

We propose InfoChess, a symmetric adversarial game that elevates competitive information acquisition to the primary objective. There is no piece capture, removing material incentives that would otherwise confound the role of information. Instead, pieces are used to alter visibility. Players are scored on their probabilistic inference of the opponent's king location over the duration of the game. To explore the space of strategies for playing InfoChess, we introduce a hierarchy of heuristic agents defined by increasing levels of opponent modeling, and train a reinforcement learning agent that outperforms these baselines. Leveraging the discrete structure of the game, we analyze gameplay through natural information-theoretic characterizations that include belief entropy, oracle cross entropy, and predictive log score under the action-induced observation channel. These measures disentangle epistemic uncertainty, calibration mismatch, and uncertainty induced by adversarial movement. The design of InfoChess renders it a testbed for studying multi-agent inference under partial observability. We release code for the environment and agents, and a public interface to encourage further study.