# Self-Play Learning Without a Reward Metric

arXiv: https://arxiv.org/abs/1912.07557 · HTML: https://mlsanity.com/paper/1912.07557/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 16 Dec 2019.

## Built on by (most cited first, 3 of 3)

- [MuZero with Self-competition for Rate Control in VP9 Video Compression](https://mlsanity.com/paper/2202.06626/) (2022)
- [Beyond Games: A Systematic Review of Neural Monte Carlo Tree Search Applications](https://mlsanity.com/paper/2303.08060/) (2023)
- [Policy-Based Self-Competition for Planning Problems](https://mlsanity.com/paper/2306.04403/) (2023)

## Abstract (arXiv)

The AlphaZero algorithm for the learning of strategy games via self-play, which has produced superhuman ability in the games of Go, chess, and shogi, uses a quantitative reward function for game outcomes, requiring the users of the algorithm to explicitly balance different components of the reward against each other, such as the game winner and margin of victory. We present a modification to the AlphaZero algorithm that requires only a total ordering over game outcomes, obviating the need to perform any quantitative balancing of reward components. We demonstrate that this system learns optimal play in a comparable amount of time to AlphaZero on a sample game.
