mlsanityData to 7 Oct 2026

Score vs. Winrate in Score-Based Games: which Reward for Reinforcement Learning?

arXiv 2201.13176 ↗First posted 31 Jan 2022cs.AIcited by 2

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Abstract (arXiv)

In the last years, the DeepMind algorithm AlphaZero has become the state of the art to efficiently tackle perfect information two-player zero-sum games with a win/lose outcome. However, when the win/lose outcome is decided by a final score difference, AlphaZero may play score-suboptimal moves because all winning final positions are equivalent from the win/lose outcome perspective. This can be an issue, for instance when used for teaching, or when trying to understand whether there is a better move. Moreover, there is the theoretical quest for the perfect game. A naive approach would be training an AlphaZero-like agent to predict score differences instead of win/lose outcomes. Since the game of Go is deterministic, this should as well produce an outcome-optimal play. However, it is a folklore belief that "this does not work". In this paper, we first provide empirical evidence for this belief. We then give a theoretical interpretation of this suboptimality in general perfect information two-player zero-sum game where the complexity of a game like Go is replaced by the randomness of the environment. We show that an outcome-optimal policy has a different preference for uncertainty when it is winning or losing. In particular, when in a losing state, an outcome-optimal agent chooses actions leading to a higher score variance. We then posit that when approximation is involved, a deterministic game behaves like a nondeterministic game, where the score variance is modeled by how uncertain the position is. We validate this hypothesis in AlphaZero-like software with a human expert.

Key facts. Cited by 2 papers in the map (data through 7 Oct 2026). Builds on 3 of its 14 references that are in the map. First posted on arXiv 31 Jan 2022.

Builds on

3 of 14 references.

References · 3

  1. 2019Accelerating Self-Play Learning in Gocited by 60
  2. 2018SAI, a Sensible Artificial Intelligence that plays Gocited by 5
  3. 2019SAI: a Sensible Artificial Intelligence that plays with handicap and targets high scores in 9x9 Go (extended version)cited by 2

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Citing papers per year: 2023: 1; 2024: 1.

2 papers.