Learned Belief Search: Efficiently Improving Policies in Partially Observable Settings
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Abstract (arXiv)
Search is an important tool for computing effective policies in single- and multi-agent environments, and has been crucial for achieving superhuman performance in several benchmark fully and partially observable games. However, one major limitation of prior search approaches for partially observable environments is that the computational cost scales poorly with the amount of hidden information. In this paper we present Learned Belief Search (LBS), a computationally efficient search procedure for partially observable environments. Rather than maintaining an exact belief distribution, LBS uses an approximate auto-regressive counterfactual belief that is learned as a supervised task. In multi-agent settings, LBS uses a novel public-private model architecture for underlying policies in order to efficiently evaluate these policies during rollouts. In the benchmark domain of Hanabi, LBS can obtain 55% ~ 91% of the benefit of exact search while reducing compute requirements by 35.8 × ~ 4.6 ×, allowing it to scale to larger settings that were inaccessible to previous search methods.
Key facts. Cited by 10 papers in the map (data through 7 Oct 2026). Builds on 16 of its 29 references that are in the map. First posted on arXiv 16 Jun 2021.
Builds on
16 of 29 references.
References · 16
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- 2019The Hanabi Challenge: A New Frontier for AI Researchcited by 194
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Citing papers per year: 2021: 3; 2022: 4; 2023: 1; 2024: 0; 2025: 1; 2026: 1.
10 papers.
- 2021Modeling Strong and Human-Like Gameplay with KL-Regularized Searchcited by 50
- 2022K-level Reasoning for Zero-Shot Coordination in Hanabicited by 30
- 2021Scalable Online Planning via Reinforcement Learning Fine-Tuningcited by 18
- 2025AssistanceZero: Scalably Solving Assistance Gamescited by 10
- 2022Learning Robust Real-Time Cultural Transmission without Human Datacited by 9
- 2022Human-AI Coordination via Human-Regularized Search and Learningcited by 8
- 2022Generalized Beliefs for Cooperative AIcited by 5
- 2026GlobeDiff: State Diffusion Process for Partial Observability in Multi-Agent Systemscited by 3
- 2023The Update-Equivalence Framework for Decision-Time Planningcited by 2
- 2021Reinforcement Learning on Human Decision Models for Uniquely Collaborative AI Teammatescited by 0
- 2026GlobeDiff: State Diffusion Process for Partial Observability in Multi-Agent Systems17 Feb 2026
- 2025AssistanceZero: Scalably Solving Assistance Games9 Apr 2025
- 2023The Update-Equivalence Framework for Decision-Time Planning25 Apr 2023
- 2022Human-AI Coordination via Human-Regularized Search and Learning11 Oct 2022
- 2022K-level Reasoning for Zero-Shot Coordination in Hanabi14 Jul 2022
- 2022Generalized Beliefs for Cooperative AI26 Jun 2022
- 2022Learning Robust Real-Time Cultural Transmission without Human Data1 Mar 2022
- 2021Modeling Strong and Human-Like Gameplay with KL-Regularized Search14 Dec 2021
- 2021Reinforcement Learning on Human Decision Models for Uniquely Collaborative AI Teammates18 Nov 2021
- 2021Scalable Online Planning via Reinforcement Learning Fine-Tuning30 Sep 2021