arXiv Machine Learning

PureTD: Reinforcement Learning for Backgammon Money Games with No Evaluation-time Search

arXiv:2608. 15146v1 Announce Type: new Abstract: We revisit Tesauro's TD-Gammon for backgammon money games in the setting of no evaluation-time search.

arXiv Machine Learning
Oct 5

Mastering Atari 2600 Games with Discovered Options

Wayfarer is a domain‑agnostic, online deep RL agent that discovers options via Laplacian representation learning from high‑dimensional observations and uses them for control. The discovered options improve exploration, accelerate credit assignment, and generalise to unseen settings, leading to faster learning of complex policies. Wayfarer achieves state‑of‑the‑art performance among single‑stream agents on the most challenging Atari 2600 games, especially those requiring long‑horizon exploration such as Montezuma's Revenge and Private Eye.

By Erik M. Lintunen, Marlos C. Machado
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 Machine Learning
Jul 16

TRACE: Turn-level Reward Assignment via Credit Estimation for Long-Horizon Agents

arXiv:2607. 13988v1 Announce Type: new Abstract: Multi-turn agents solve complex tasks through extended sequences of tool interactions before producing a final answer, making credit assignment a fundamental challenge during post-training.

By Leitian Tao, Baolin Peng, Wenlin Yao, Tao Ge, Hao Cheng, Mike Hang Wang, Jianfeng Gao, Sharon Li
arXiv AI
Jul 10

Provably Optimal Learning Algorithms for Assistance Games

arXiv:2607. 08012v1 Announce Type: cross Abstract: This paper studies an online variant of the assistance games framework, where an informed agent and an uninformed agent repeatedly interact over $T$ timesteps to optimize a common reward function.

By Nivasini Ananthakrishnan, Mark Bedaywi, Michael I. Jordan, Stuart Russell, Nika Haghtalab
arXiv AI
Jul 29

CAST: Game Solvers as Turn-Level Teachers for LLM Agents

arXiv:2607. 25308v1 Announce Type: cross Abstract: Training large language models (LLMs) to act in long-horizon games is a promising step toward generalist decision-making, yet reinforcement learning with verifiable rewards (RLVR) relies on sparse final rewards that reveal little about which decisions determine success.

By Yu Wang, Yi-Kai Zhang, Wentao Shi, Ziang Ye, Yuchun Miao, Yueqing Sun, Qi Gu, Xunliang Cai, Lan-Zhe Guo, Han-Jia Ye, Fuli Feng