arXiv:2608.01822v2 Announce Type: replace
Abstract: Training LLM-based search agents requires high-quality search data: tasks that demand genuine multi-hop retrieval and trajectories that use search...
By Wentao Tan, Qiong Cao, Jiaqi Wang, Nan Duan
arXiv:2504. 14636v3 Announce Type: replace-cross Abstract: AlphaZero is normally evaluated as one agent: a policy-value network fused with Monte Carlo tree search.
By Ruitong Li, Binjie Guo, Aisheng Mo, Guowei Su, Han Wang, Jie Li, Ru Zhang
arXiv:2609.06816v1 Announce Type: new
Abstract: Decision-time search in perfect and imperfect information games with enumerable belief states are effective methods for game AI. Collectible card games...
By Dustin Rubin
arXiv:2609.37447v1 Announce Type: cross
Abstract: How strong can an AlphaZero-style chess system become under limited training compute when its entire learning loop is engineered for efficiency? We t...
By Bertil Braun
arXiv:2607. 06854v1 Announce Type: cross Abstract: Reinforcement learning agents for imperfect-information card games are only as strong as the opponents they train against, and they are hard to grade, since they beat a random opponent over 99 percent of the time and only tie copies of themselves.
By Nima Kelidari, Mohammadsaeed Haghi, Mahdi Salmani
arXiv:2508. 21380v3 Announce Type: replace-cross Abstract: Recent mechanistic work has uncovered learned algorithms within neural networks, from modular arithmetic to search and planning in game-playing agents.
By Elias Sandmann, Sebastian Lapuschkin, Wojciech Samek
The paper introduces Reinforcement Learning with Verifiable Rewards (RLVR) applied to small search agents, specifically training a Qwen3.5-0.8B model with Group Relative Policy Optimization and an interleaved Wikipedia-search tool on the MuSiQue dataset. Experiments varying reward shapes across three seeds show that RLVR can achieve a 3.8‑fold improvement over an untrained baseline, with the best run reaching a 0.352 average exact match. The study finds that the sparse exact‑match reward, standard in larger models, performs poorly for small models, indicating that reward design must be tailored rather than scaled down from large‑model recipes.
By Gaurisankar Jayadas, Aske Plaat, \'Alvaro Serra-G\'omez, Sandheep P
arXiv:2609. 15248v2 Announce Type: replace-cross Abstract: In bandits with probing, a learner selects at most $k$ of $n$ arms per round, earns the largest of their rewards, and competes with the best fixed single arm.
By Yongjie Guan
arXiv:2608. 12764v1 Announce Type: cross Abstract: Deep search agents operate over trajectories spanning dozens of steps, yet standard reinforcement learning provides only a single outcome reward per trajectory, which is far too sparse for effective credit assignment.
By Haoze Wu, Chuqiao Kuang, Tianyi Zhuang, Xiaoguang Li
arXiv:2607. 27422v2 Announce Type: replace Abstract: Goal-conditioned action generators can produce many plausible actions.
By Ayushman Singh, Siddharth Aphale
arXiv:2609.00892v1 Announce Type: new
Abstract: Rubric-based reinforcement learning decomposes open-ended instructions into prompt-specific, flexible rubrics, making it better suited than reinforceme...
By Siyuan Li, Xinxin Song, Chen Ruinian, Jingjing Fan, Tingxiong Xiao, Yangen Hu, Ke Zeng, Jinli Suo
arXiv:2610.13995v1 Announce Type: cross
Abstract: Post-training large language models (LLMs) on two-player zero-sum games provides a verifiable reward, and the gains have been shown to transfer to ge...
By Weixian Waylon Li, Jiaxin Zhang, Han Zhou, Chengzu Li, Ke Wang, Fengxiang He, Yiwen Guo