Learning to Play Two-Player Perfect-Information Games without Knowledge
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Abstract (arXiv)
In this paper, several techniques for learning game state evaluation functions by reinforcement are proposed. The first is a generalization of tree bootstrapping (tree learning): it is adapted to the context of reinforcement learning without knowledge based on non-linear functions. With this technique, no information is lost during the reinforcement learning process. The second is a modification of minimax with unbounded depth extending the best sequences of actions to the terminal states. This modified search is intended to be used during the learning process. The third is to replace the classic gain of a game (+1 / -1) with a reinforcement heuristic. We study particular reinforcement heuristics such as: quick wins and slow defeats ; scoring ; mobility or presence. The four is a new action selection distribution. The conducted experiments suggest that these techniques improve the level of play. Finally, we apply these different techniques to design program-players to the game of Hex (size 11 and 13) surpassing the level of Mohex 3HNN with reinforcement learning from self-play without knowledge.
Key facts. Cited by 11 papers in the map (data through 7 Oct 2026). First posted on arXiv 3 Aug 2020.
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Citing papers per year: 2021: 2; 2022: 2; 2023: 1; 2024: 1; 2025: 1; 2026: 4.
11 papers.
- 2021Deep Learning for General Game Playing with Ludii and Polygamescited by 7
- 2021Completeness of Unbounded Best-First Game Algorithmscited by 4
- 2022Spatial State-Action Features for General Gamescited by 3
- 2025On some improvements to Unbounded Minimaxcited by 2
- 2023Learning to Play Stochastic Two-player Perfect-Information Games without Knowledgecited by 1
- 2022Assessing Policy, Loss and Planning Combinations in Reinforcement Learning using a New Modular Architecturecited by 0
- 2024Deep Reinforcement Learning for 5*5 Multiplayer Gocited by 0
- 2026Minibal: Balanced Game-Playing Without Opponent Modelingcited by 0
- 2026Completeness of Unbounded Best-First Minimax and Descent Minimaxcited by 0
- 2026Study and Improvement of Search Algorithms in Multi-Player Perfect-Information Gamescited by 0
- 2026The Surprising Effectiveness of Approximate Value Iteration in Self-Playcited by 0
- 2026The Surprising Effectiveness of Approximate Value Iteration in Self-Play8 Sep 2026
- 2026Study and Improvement of Search Algorithms in Multi-Player Perfect-Information Games19 Apr 2026
- 2026Completeness of Unbounded Best-First Minimax and Descent Minimax25 Mar 2026
- 2026Minibal: Balanced Game-Playing Without Opponent Modeling24 Mar 2026
- 2025On some improvements to Unbounded Minimax7 May 2025
- 2024Deep Reinforcement Learning for 5*5 Multiplayer Go23 May 2024
- 2023Learning to Play Stochastic Two-player Perfect-Information Games without Knowledge8 Feb 2023
- 2022Spatial State-Action Features for General Games17 Jan 2022
- 2022Assessing Policy, Loss and Planning Combinations in Reinforcement Learning using a New Modular Architecture8 Jan 2022
- 2021Completeness of Unbounded Best-First Game Algorithms11 Sep 2021
- 2021Deep Learning for General Game Playing with Ludii and Polygames23 Jan 2021