# On Reinforcement Learning for Turn-based Zero-sum Markov Games

arXiv: https://arxiv.org/abs/2002.10620 · HTML: https://mlsanity.com/paper/2002.10620/

## Key facts

- Cited by 5 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 25 Feb 2020.

## Built on by (most cited first, 5 of 5)

- [Decentralized Q-Learning in Zero-sum Markov Games](https://mlsanity.com/paper/2106.02748/) (2021)
- [Independent Learning in Stochastic Games](https://mlsanity.com/paper/2111.11743/) (2021)
- [Independent and Decentralized Learning in Markov Potential Games](https://mlsanity.com/paper/2205.14590/) (2022)
- [The Role of Lookahead and Approximate Policy Evaluation in Reinforcement Learning with Linear Value Function Approximation](https://mlsanity.com/paper/2109.13419/) (2021)
- [Zero-sum turn games using Q-learning: finite computation with security guarantees](https://mlsanity.com/paper/2509.13585/) (2025)

## Abstract (arXiv)

We consider the problem of finding Nash equilibrium for two-player turn-based zero-sum games. Inspired by the AlphaGo Zero (AGZ) algorithm, we develop a Reinforcement Learning based approach. Specifically, we propose Explore-Improve-Supervise (EIS) method that combines "exploration", "policy improvement"' and "supervised learning" to find the value function and policy associated with Nash equilibrium. We identify sufficient conditions for convergence and correctness for such an approach. For a concrete instance of EIS where random policy is used for "exploration", Monte-Carlo Tree Search is used for "policy improvement" and Nearest Neighbors is used for "supervised learning", we establish that this method finds an varepsilon-approximate value function of Nash equilibrium in widetildeO(varepsilon-(d+4)) steps when the underlying state-space of the game is continuous and d-dimensional. This is nearly optimal as we establish a lower bound of widetildeOmega(varepsilon-(d+2)) for any policy.
