When Search Teaches Style: Causal Internalization of Tactical Priors in AlphaZero
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.
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.
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.
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.
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.
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...
arXiv:2608. 14851v1 Announce Type: new Abstract: Learning and skill mastery require extensive and deliberate practice.
arXiv:2607. 05904v1 Announce Type: new Abstract: Training a language model against its own reference-free judgments (the premise of self-rewarding, self-play, and LLM-as-a-judge pipelines) assumes a model's verdict on a shown answer tracks correctness.
arXiv:2608. 14982v1 Announce Type: cross Abstract: Transformers applied to spatial imperfect-information games must represent map geometry while tracking hidden entities through time.
The paper introduces a two-player zero-sum repeated game between a learner and nature that simultaneously captures Bayesian updating and an exact decomposition of exponential-weights regret. The game’s terminal payoff reflects the maximum gain a comparator can achieve given a fixed relative entropy from the prior, while the one-step constraint limits nature’s move by an information budget. The resulting regret splits into three precise components—per-round information loss, an additive retempering drift, and the comparator’s information relative to the prior—providing a unified framework that explains concentration phenomena, large-deviation bounds, and various learning methods such as bandits, posterior sampling, aggregation, and boosting.
arXiv:2606. 25176v2 Announce Type: replace Abstract: Chess engines have evolved from search-based systems optimized solely for strength to neural policies capable of modeling human decisions across much of the rating spectrum.
arXiv:2511. 22581v5 Announce Type: replace Abstract: We prove that in any Dec-POMDP, sufficiently high entropy regularization ensures that the policy gradient flow with tabular softmax parametrization always converges, for any initialization, to the same joint policy, and that this joint policy is equivariant w.
The paper investigates the problem of sharing a single critic across multiple parallel environments in reinforcement learning. It shows that when environments assign different expected returns to the same state, a shared critic must reconcile conflicting value targets, which can distort advantage estimates and misguide policy updates. The authors propose a simple fix—providing the critic with the environment index—demonstrating through bandit models and experiments on CartPole, MuJoCo, BipedalWalker, and 16 Procgen games that this conditional critic stabilizes learning and boosts returns, achieving a 40.8% improvement in aggregate normalized return on unseen levels.