arXiv:2609.09094v1 Announce Type: new
Abstract: Combining search with function approximation has driven major advances in game-playing programs, making self-play algorithms more competitive than ever...
By Raphael Boige, Amine Boumaza, Bruno Scherrer
arXiv:2610.17391v1 Announce Type: new
Abstract: Amazing breakthroughs in reinforcement learning have taken place. Computers teach themselves to play Chess and Go and beat world champions. There is ta...
By Aske Plaat
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: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
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
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: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. 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: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:2605. 28863v2 Announce Type: replace-cross Abstract: Imperfect-information multiplayer games test whether agents can act under hidden information, sparse rewards, and non-stationary opponents.
By Aalok Patwa
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
arXiv:2607. 23263v1 Announce Type: new Abstract: Deciding whether a trajectory actually fulfills its instruction governs how we measure computer-use agents on long-horizon graphical-user-interface tasks and how we train them with reinforcement learning.
By Yang Wan, Zhenhao Zhang, Jierui Wang, Linchao Zhu