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Laurel Prince

dblp:359/0643 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2025
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
1 paper
Planning, search and constraint satisfaction · 100%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning › language-based planning
LLM-based planning
0.912025
Mastering Board Games by External and Internal Planning with Language Models · ICML 2025
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › heuristic search
LLM-guided search
0.912025
Mastering Board Games by External and Internal Planning with Language Models · ICML 2025
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search
0.912025
Mastering Board Games by External and Internal Planning with Language Models · ICML 2025
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
search-based planning
0.912025
Mastering Board Games by External and Internal Planning with Language Models · ICML 2025
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing
0.312025
Mastering Board Games by External and Internal Planning with Language Models · ICML 2025

Methods — techniques the papers use, named apart from their topics

internal search · 0.9in-context tree generation · 0.9external search · 0.9
YearPublicationVenuePosition
2025 Mastering Board Games by External and Internal Planning with Language Models
abstract
Advancing planning and reasoning capabilities of Large Language Models (LLMs) is one of the key prerequisites towards unlocking their potential for performing reliably in complex and impactful domains. In this paper, we aim to demonstrate this across board games (Chess, Fischer Random / Chess960, Connect Four, and Hex), and we show that search-based planning can yield significant improvements in LLM game-playing strength. We introduce, compare and contrast two major approaches: In external search, the model guides Monte Carlo Tree Search (MCTS) rollouts and evaluations without calls to an external game engine, and in internal search, the model is trained to generate in-context a linearized tree of search and a resulting final choice. Both build on a language model pre-trained on relevant domain knowledge, reliably capturing the transition and value functions in the respective environments, with minimal hallucinations. We evaluate our LLM search implementations against game-specific state-of-the-art engines, showcasing substantial improvements in strength over the base model, and reaching Grandmaster-level performance in chess while operating closer to the human search budget. Our proposed approach, combining search with domain knowledge, is not specific to board games, hinting at more general future applications.
John Schultz, Jakub Adámek, Matej Jusup, Marc Lanctot, Michael Kaisers, Sarah Perrin, Daniel Hennes, Jeremy Shar, Cannada A. Lewis, Anian Ruoss, Tom Zahavy, Petar Velickovic, Laurel Prince, Satinder Singh 0001, Eric Malmi, Nenad Tomasev
ICML13