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Aug 12

AI World Cup 2026: Benchmarking Large Language Models for End-to-End Football Tournament Prediction

Large language models (LLMs) are now regularly asked to forecast real-world events, but comparisons are often difficult because models receive different information, use different tools, and are evaluated under different rules. This paper reports the completed AI World Cup benchmark, in which ten LLM-based assistants made a single pre-tournament forecast of the entire 2026 FIFA World Cup. Every submission used the same tournament snapshot, prompt, JSON schema, and scoring procedure. The forecasts covered group-stage scores, group rankings, the knockout bracket, final placings, confidence values, and short explanations. After all 104 matches had been played, GPT-5.5 Thinking finished first with 744 points, followed by GPT-5.5 with 717, Gemini with 699, and Qwen 3.7 with 687. GPT-5.5 Thinking was also the only model to select Spain, which defeated Argentina 1--0 in the final, as champion. The final ranking was driven mainly by knockout performance: total score was strongly correlated with knockout points (r=0.986), but showed little relationship with group-stage match points (r=0.055), group-standing points (r=-0.103), or their combined pre-knockout score (r=-0.054). Match-level accuracy produced a different ordering. Claude Sonnet 4.6 correctly predicted the largest number of group-stage outcomes (63.89\%) but placed sixth overall. Average self-reported confidence was also unrelated to either outcome accuracy (r=-0.060) or total score (r=-0.067). The results suggest that forecasting a complete tournament tests something different from predicting matches one at a time, while also showing how strongly a bracket-based leaderboard can depend on scoring design. The benchmark materials, raw responses, and scoring code are released to support replication and future extensions.

  • 2 authors
·
Aug 3

BoxMind: Closed-loop AI strategy optimization for elite boxing validated in the 2024 Olympics

Competitive sports require sophisticated tactical analysis, yet combat disciplines like boxing remain underdeveloped in AI-driven analytics due to the complexity of action dynamics and the lack of structured tactical representations. To address this, we present BoxMind, a closed-loop AI expert system validated in elite boxing competition. By defining atomic punch events with precise temporal boundaries and spatial and technical attributes, we parse match footage into 18 hierarchical technical-tactical indicators. We then propose a graph-based predictive model that fuses these explicit technical-tactical profiles with learnable, time-variant latent embeddings to capture the dynamics of boxer matchups. Modeling match outcome as a differentiable function of technical-tactical indicators, we turn winning probability gradients into executable tactical adjustments. Experiments show that the outcome prediction model achieves state-of-the-art performance, with 69.8% accuracy on BoxerGraph test set and 87.5% on Olympic matches. Using this predictive model as a foundation, the system generates strategic recommendations that demonstrate proficiency comparable to human experts. BoxMind is validated through a closed-loop deployment during the 2024 Paris Olympics, directly contributing to the Chinese National Team's historic achievement of three gold and two silver medals. BoxMind establishes a replicable paradigm for transforming unstructured video data into strategic intelligence, bridging the gap between computer vision and decision support in competitive sports.

  • 11 authors
·
Jan 16

AI Agents for the Dhumbal Card Game: A Comparative Study

This study evaluates Artificial Intelligence (AI) agents for Dhumbal, a culturally significant multiplayer card game with imperfect information, through a systematic comparison of rule-based, search-based, and learning-based strategies. We formalize Dhumbal's mechanics and implement diverse agents, including heuristic approaches (Aggressive, Conservative, Balanced, Opportunistic), search-based methods such as Monte Carlo Tree Search (MCTS) and Information Set Monte Carlo Tree Search (ISMCTS), and reinforcement learning approaches including Deep Q-Network (DQN) and Proximal Policy Optimization (PPO), and a random baseline. Evaluation involves within-category tournaments followed by a cross-category championship. Performance is measured via win rate, economic outcome, Jhyap success, cards discarded per round, risk assessment, and decision efficiency. Statistical significance is assessed using Welch's t-test with Bonferroni correction, effect sizes via Cohen's d, and 95% confidence intervals (CI). Across 1024 simulated rounds, the rule-based Aggressive agent achieves the highest win rate (88.3%, 95% CI: [86.3, 90.3]), outperforming ISMCTS (9.0%) and PPO (1.5%) through effective exploitation of Jhyap declarations. The study contributes a reproducible AI framework, insights into heuristic efficacy under partial information, and open-source code, thereby advancing AI research and supporting digital preservation of cultural games.

  • 1 authors
·
Oct 10, 2025