arXiv AI

GameSmith: Scaling Zero-Sum Self-Play with Synthesised Games

arXiv Machine Learning
Aug 12

Scaling Self-Play with Self-Guidance

arXiv:2604. 20209v2 Announce Type: replace Abstract: LLM self-play algorithms are notable in that, in principle, nothing bounds their learning: a Conjecturer model creates problems for a Solver, and both improve together.

By Luke Bailey, Kaiyue Wen, Kefan Dong, Tatsunori Hashimoto, Tengyu Ma
arXiv AI
Jun 2

S-SPPO: Semantic-Calibrated Self-Play Preference Optimization

arXiv:2606. 01561v1 Announce Type: new Abstract: Aligning Large Language Models (LLMs) with human preferences is often formulated via Direct Preference Optimization (DPO).

By Xiwen Chen, Wenhui Zhu, Jingjing Wang, Peijie Qiu, Zhipeng Wang, Huayu Li, ZhengXiao He, Xuanzhao Dong, Prayag Tiwari, Mingkun Xu, Yujian Xiong, Feng Luo, Abolfazl Razi, Brendan Hogan Rappazzo, Anderson Schneider, Yuriy Nevmyvaka
arXiv AI
Sep 4

Local Updates, Global Learning (LUGL): Playing Games with non-incremental Learners

The paper introduces LUGL (Local Updates, Global Learning), a framework that separates data collection from model fitting, allowing non‑incremental learners such as gradient‑boosted trees (LightGBM) to be used in reinforcement learning for games. LUGL alternates between a local update phase—where agents play self‑play games and store tabular updates—and a global learning phase—where a function approximator is trained on the accumulated table before it is reset. Experiments on both perfect‑information and imperfect‑information games show that LightGBM‑based agents perform competitively or better than neural‑network baselines like DQN and DeepCFR.

By David Milec, Spyridon Samothrakis, Michael Fairbank, Dennis J. N. J. Soemers
Hugging Face Trending Papers
Sep 3

Local Updates, Global Learning (LUGL): Playing Games with non-incremental Learners

The paper introduces Local Updates, Global Learning (LUGL), a framework that separates data collection from model training, allowing non‑incremental learners such as gradient‑boosted trees (LightGBM) to be used in reinforcement learning for games. LUGL alternates between a local phase—where self‑play generates tabular updates—and a global phase—where these updates train a function approximator before resetting the table. Experiments on both perfect‑information and imperfect‑information games show that LightGBM agents perform competitively or better than neural‑network baselines like DQN and DeepCFR.

arXiv AI
Sep 28

Self-Play Search Distillation for Large Language Model Reasoning

Self-Play Search Distillation (SPSD) is a framework that generates superhuman synthetic data by having MuZero-like networks play board games in executable environments. The search records are converted into structured reasoning chains that serve as environment‑grounded supervision for training large language models. When applied to Qwen3‑4B‑Base, SPSD improves performance on six mathematics benchmarks from 24.1 to 36.6 and raises the win rate on unseen games from 15% to 45%.

By Lorenzo Molfetta, Wai-Chung Kwan, Giacomo Frisoni, Luca Ragazzi, Gianluca Moro, Pavlos Vougiouklis, Jeff Z. Pan, Pasquale Minervini
arXiv AI
Sep 7

Abstraction Agent

The paper introduces the Abstraction Agent, a zero‑shot pipeline that employs a large language model to automatically generate continuous strategic features from a natural‑language game description, score private states, and cluster them into abstraction buckets without any game‑specific evaluators or training data. The pipeline consists of four phases—feature discovery with calibration anchors, batched private‑state scoring, correlation‑based feature selection, and k‑means clustering—and achieves significant reductions in lifted‑strategy exploitability in heads‑up no‑limit Texas hold’em and outperforms scalar rank baselines in ROVER Trials. The method also transfers to other games such as four‑card Pot‑Limit Omaha, HUNL preflop and flop, and Riichi Mahjong, demonstrating that it can uncover strategic concepts that align with recognized game theory insights.

By Boning Li, Longbo Huang
arXiv AI
Jun 2

MindGames Arena Generalization Track: In2AI Solution with Delayed Per-Step Reward Attribution

arXiv:2606. 00017v1 Announce Type: new Abstract: Training language model agents for multi-agent strategic interaction presents a core difficulty: the quality of any action may depend on future events that never materialize, on moves that violate game rules, or on decisions made by other players.

By Aliaksei Korshuk, Alexander Buyantuev, Ilya Makarov