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European Conference on Games Based Learning (ECGBL)
The paper presents an explainable AI system for Connect-Four so that a human player can learn about the AI's inner workings and about the game itself.
This paper by Christoph Lürig from the University of Applied Sciences Trier presents an explainable AI system for Connect-Four, built on an AlphaZero-style agent that combines a deep residual neural network with Monte Carlo Tree Search. The central aim is to make the decisions of a reinforcement learning game agent understandable to a human player, so that the player can learn both about the AI's inner workings and about the game itself. The work positions Connect-Four as a suitable testbed because its rules are simple, it is theoretically solved, and it requires no domain expert, in contrast to high-stakes fields such as medicine.
The system has two complementary components. The dynamic analysis renders a pruned, interactive radial visualization of the search tree, where nodes and edges encode visit-based probabilities and players' turns, and transpositions are handled through Zobrist hashing that turns the tree into a directed acyclic graph. The static analysis is the paper's main contribution: it adapts the LIME method to AlphaZero by perturbing board positions, weighting the resulting situations by their occurrence probability, and fitting a weighted Lasso model. The authors report that this avoids the more than 100 ms per-evaluation cost that a naive LIME application would impose, and that batch evaluation on a GPU makes the approach practical for interactive use. The resulting coefficients are visualized directly on the board as contributions favoring or disfavoring each player.
The paper is a system-description and methods contribution demonstrated through qualitative examples on selected game positions; it reports no user study or quantitative evaluation of explanation quality. The authors note that a planned extension to Othello is intended to support future user testing. The implementation uses Python, PyGame, PyTorch, and Scikit-Learn.
European Conference on Games Based Learning (ECGBL) · 2026