Skip to content

AlphaZero in Sparsely Rewarded Games: Limits and Auxiliary Supervision

Jul 2026 · arXiv.org · Vol abs/2607.08984 · 0 citations · 13 references
Computer Science Mathematics

Abstract

AlphaZero has demonstrated that a neural-guided Monte Carlo Tree Search can achieve superhuman performance, but strong play does not necessarily imply perfect play. We study this gap in two oracle-evaluable domains with contrasting structure: Connect Four, a solved partisan game with exact game-theoretic values, and Chomp, an impartial game whose optimal play is governed by Grundy-number structure. Under a unified self-play $+$ MCTS pipeline, we compare vanilla AlphaZero, a multi-frame variant (limited to Chomp), and an AlphaZero Auxiliary Loss (AZAL) that adds oracle-derived policy supervision. We find that vanilla AlphaZero achieves strong play across both domains but cannot preserve the exact trajectories required for optimal play: in Connect Four, it fails to maintain the optimal line of play, while in Chomp, it fails to consistently restore the $g=0$ invariant. On rectangular Chomp boards, multi-frame inputs alone do not remove this gap. Nevertheless, AZAL substantially improves oracle consistency across multi-seeded full-game traces and sampled-state evaluations. On Chomp, AZAL reaches perfect full-game oracle consistency on 10x11 and high but not complete consistency on 9x10; on Connect Four, AZAL improves oracle-match rate and delays the first oracle mistake, but does not reach perfect play.

View source

Similar papers

#machine learning Preprint Sep 2026

CompassPlay: Rewarding the Proposer for Where It Moves the Solver

CompassPlay is introduced, a self-play method that rewards the proposer through gradient alignment that draws on a first-order approximation to learning progress and scores each eligible task without additional solver training.

Sophia Xiao Pu, Xi-Meng Sun, Jiang Liu et al. · 0 citations
#artificial intelligence Preprint Sep 2026

The Surprising Effectiveness of Approximate Value Iteration in Self-Play

The results demonstrate the surprising effectiveness of AVI: it learns more accurate value functions than those learned by AlphaZero, while its one-step-lookahead greedy policies remain competitive with MCTS-based policies at substantially lower training and inference costs.

Raphaël Boige, Amine M. Boumaza, Bruno Scherrer · 0 citations
Preprint Sep 2026

Regularized policy gradient with learned mixtures of Gaussians for games with continuous actions

Most successes of superhuman game-playing algorithms are in games with discrete actions, yet in auctions, robotics, sports, or trading, actions are nearly continuous. Prior techniques either rely on expert-designed discretizations or are sample inefficient. We present a scalable policy-gradient algorithm for large sequ...

Ondrej Kubícek, Viliam Lisý, Tuomas Sandholm · 0 citations
#artificial intelligence Conference Sep 2026

Online Robust Reinforcement Learning Through Monte-Carlo Planning

A new robust variant of MCTS that mitigates dynamical model ambiguities to bridge the gap between simulation-based planning and real-world deployment and empirical evidence is provided that this method achieves robust performance in planning problems even under significant ambiguity in the underlying reward distributio...

T. Dam, Kishan Panaganti, Brahim Driss et al. · 5 citations · ⚡1
#machine learning Preprint Oct 2026

Faynt: Scaling and Optimizing Policies for Competitive Melee

We introduce Faynt, a family of 10M- and 75M-parameter Transformer policies for Super Smash Bros. Melee, each controlling all 26 characters with a single checkpoint. After reinforcement learning (RL), the 10M wins 240 of 244 same-character games (98.4%) against fourteen specialist and multi-character releases on their...

Ali Janati, N. Kuzmin, Rohit Swamy et al. · 0 citations

We use cookies to run the site and, with your consent, for analytics and to show ads. See our Cookie Policy.