Can Deep Reinforcement Learning Solve Erdos-Selfridge-Spencer Games?
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Abstract (arXiv)
Deep reinforcement learning has achieved many recent successes, but our understanding of its strengths and limitations is hampered by the lack of rich environments in which we can fully characterize optimal behavior, and correspondingly diagnose individual actions against such a characterization. Here we consider a family of combinatorial games, arising from work of Erdos, Selfridge, and Spencer, and we propose their use as environments for evaluating and comparing different approaches to reinforcement learning. These games have a number of appealing features: they are challenging for current learning approaches, but they form (i) a low-dimensional, simply parametrized environment where (ii) there is a linear closed form solution for optimal behavior from any state, and (iii) the difficulty of the game can be tuned by changing environment parameters in an interpretable way. We use these Erdos-Selfridge-Spencer games not only to compare different algorithms, but test for generalization, make comparisons to supervised learning, analyse multiagent play, and even develop a self play algorithm. Code can be found at: https://github.com/rubai5/ESS_Game
Key facts. Cited by 5 papers in the map (data through 14 Oct 2026). First posted on arXiv 7 Nov 2017.
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Citing papers per year: 2021: 2; 2022: 1; 2023: 1; 2024: 0; 2025: 1.
5 papers.
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- 2025On the geometry and topology of representations: the manifolds of modular addition31 Dec 2025
- 2023Causal Reinforcement Learning: A Survey4 Jul 2023
- 2022Machine Learning Empowered Intelligent Data Center Networking: A Survey28 Feb 2022
- 2021Pointer Value Retrieval: A new benchmark for understanding the limits of neural network generalization27 Jul 2021
- 2021Collaborative Visual Navigation2 Jul 2021