# The Update-Equivalence Framework for Decision-Time Planning

arXiv: https://arxiv.org/abs/2304.13138 · HTML: https://mlsanity.com/paper/2304.13138/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 32 of its 70 references that are in the map.
- First posted on arXiv 25 Apr 2023.

## Builds on (most cited first, 30 of 32)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Sequence to Sequence Learning with Neural Networks](https://mlsanity.com/paper/1409.3215/) (2014)
- [Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model](https://mlsanity.com/paper/1911.08265/) (2019)
- [Thinking Fast and Slow with Deep Learning and Tree Search](https://mlsanity.com/paper/1705.08439/) (2017)
- [DeepStack: Expert-Level Artificial Intelligence in No-Limit Poker](https://mlsanity.com/paper/1701.01724/) (2017)
- [The Hanabi Challenge: A New Frontier for AI Research](https://mlsanity.com/paper/1902.00506/) (2019)
- [OpenSpiel: A Framework for Reinforcement Learning in Games](https://mlsanity.com/paper/1908.09453/) (2019)
- [Deep Reinforcement Learning from Self-Play in Imperfect-Information Games](https://mlsanity.com/paper/1603.01121/) (2016)
- [Combining Deep Reinforcement Learning and Search for Imperfect-Information Games](https://mlsanity.com/paper/2007.13544/) (2020)
- [A Unified Approach to Reinforcement Learning, Quantal Response Equilibria, and Two-Player Zero-Sum Games](https://mlsanity.com/paper/2206.05825/) (2022)
- [From Poincar'e Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularization](https://mlsanity.com/paper/2002.08456/) (2020)
- [On the role of planning in model-based deep reinforcement learning](https://mlsanity.com/paper/2011.04021/) (2020)
- [Modeling Strong and Human-Like Gameplay with KL-Regularized Search](https://mlsanity.com/paper/2112.07544/) (2021)
- [Mastering the Game of No-Press Diplomacy via Human-Regularized Reinforcement Learning and Planning](https://mlsanity.com/paper/2210.05492/) (2022)
- [Safe and Nested Subgame Solving for Imperfect-Information Games](https://mlsanity.com/paper/1705.02955/) (2017)
- [No Press Diplomacy: Modeling Multi-Agent Gameplay](https://mlsanity.com/paper/1909.02128/) (2019)
- [Rethinking Formal Models of Partially Observable Multiagent Decision Making](https://mlsanity.com/paper/1906.11110/) (2019)
- [Improving Policies via Search in Cooperative Partially Observable Games](https://mlsanity.com/paper/1912.02318/) (2019)
- [Solving Imperfect Information Games Using Decomposition](https://mlsanity.com/paper/1303.4441/) (2013)
- [Vortices Instead of Equilibria in MinMax Optimization: Chaos and Butterfly Effects of Online Learning in Zero-Sum Games](https://mlsanity.com/paper/1905.08396/) (2019)
- [Approximate exploitability: Learning a best response in large games](https://mlsanity.com/paper/2004.09677/) (2020)
- [Scalable Online Planning via Reinforcement Learning Fine-Tuning](https://mlsanity.com/paper/2109.15316/) (2021)
- [Solving Common-Payoff Games with Approximate Policy Iteration](https://mlsanity.com/paper/2101.04237/) (2021)
- [Joint Policy Search for Multi-agent Collaboration with Imperfect Information](https://mlsanity.com/paper/2008.06495/) (2020)
- [Policy Gradient Search: Online Planning and Expert Iteration without Search Trees](https://mlsanity.com/paper/1904.03646/) (2019)
- [Subgame solving without common knowledge](https://mlsanity.com/paper/2106.06068/) (2021)
- [Learned Belief Search: Efficiently Improving Policies in Partially Observable Settings](https://mlsanity.com/paper/2106.09086/) (2021)
- [Unlocking the Potential of Deep Counterfactual Value Networks](https://mlsanity.com/paper/2007.10442/) (2020)
- [Timeability of Extensive-Form Games](https://mlsanity.com/paper/1502.03430/) (2015)
- [A Marriage between Adversarial Team Games and 2-player Games: Enabling Abstractions, No-regret Learning, and Subgame Solving](https://mlsanity.com/paper/2206.09161/) (2022)

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

- [Scalable Decision Making for Games of Imperfect Information](https://mlsanity.com/paper/2511.07312/) (2025)
- [General search techniques without common knowledge for imperfect-information games, and application to superhuman Fog of War chess](https://mlsanity.com/paper/2506.01242/) (2025)
- [Test-time Reinforcement Learning in Imperfect Information Games](https://mlsanity.com/paper/2608.30635/) (2026)

## Abstract (arXiv)

The process of revising (or constructing) a policy at execution time -- known as decision-time planning -- has been key to achieving superhuman performance in perfect-information games like chess and Go. A recent line of work has extended decision-time planning to imperfect-information games, leading to superhuman performance in poker. However, these methods involve solving subgames whose sizes grow quickly in the amount of non-public information, making them unhelpful when the amount of non-public information is large. Motivated by this issue, we introduce an alternative framework for decision-time planning that is not based on solving subgames, but rather on update equivalence. In this update-equivalence framework, decision-time planning algorithms replicate the updates of last-iterate algorithms, which need not rely on public information. This facilitates scalability to games with large amounts of non-public information. Using this framework, we derive a provably sound search algorithm for fully cooperative games based on mirror descent and a search algorithm for adversarial games based on magnetic mirror descent. We validate the performance of these algorithms in cooperative and adversarial domains, notably in Hanabi, the standard benchmark for search in fully cooperative imperfect-information games. Here, our mirror descent approach exceeds or matches the performance of public information-based search while using two orders of magnitude less search time. This is the first instance of a non-public-information-based algorithm outperforming public-information-based approaches in a domain they have historically dominated.
