# From Images to Connections: Can DQN with GNNs learn the Strategic Game of Hex?

arXiv: https://arxiv.org/abs/2311.13414 · HTML: https://mlsanity.com/paper/2311.13414/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 18 of its 32 references that are in the map.
- First posted on arXiv 22 Nov 2023.

## Builds on (most cited first, 18 of 18)

- [PyTorch: An Imperative Style, High-Performance Deep Learning Library](https://mlsanity.com/paper/1912.01703/) (2019)
- [U-Net: Convolutional Networks for Biomedical Image Segmentation](https://mlsanity.com/paper/1505.04597/) (2015)
- [Semi-Supervised Classification with Graph Convolutional Networks](https://mlsanity.com/paper/1609.02907/) (2016)
- [Inductive Representation Learning on Large Graphs](https://mlsanity.com/paper/1706.02216/) (2017)
- [Neural Message Passing for Quantum Chemistry](https://mlsanity.com/paper/1704.01212/) (2017)
- [Fast Graph Representation Learning with PyTorch Geometric](https://mlsanity.com/paper/1903.02428/) (2019)
- [Deep Reinforcement Learning with Double Q-learning](https://mlsanity.com/paper/1509.06461/) (2015)
- [Prioritized Experience Replay](https://mlsanity.com/paper/1511.05952/) (2015)
- [Rainbow: Combining Improvements in Deep Reinforcement Learning](https://mlsanity.com/paper/1710.02298/) (2017)
- [Dueling Network Architectures for Deep Reinforcement Learning](https://mlsanity.com/paper/1511.06581/) (2015)
- [Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm](https://mlsanity.com/paper/1712.01815/) (2017)
- [Deep Reinforcement Learning from Self-Play in Imperfect-Information Games](https://mlsanity.com/paper/1603.01121/) (2016)
- [Knowledge Transfer for Out-of-Knowledge-Base Entities: A Graph Neural Network Approach](https://mlsanity.com/paper/1706.05674/) (2017)
- [Deep Reinforcement Learning meets Graph Neural Networks: exploring a routing optimization use case](https://mlsanity.com/paper/1910.07421/) (2019)
- [Reinforcement learning on graphs: A survey](https://mlsanity.com/paper/2204.06127/) (2022)
- [Discovering objects and their relations from entangled scene representations](https://mlsanity.com/paper/1702.05068/) (2017)
- [Train on Small, Play the Large: Scaling Up Board Games with AlphaZero and GNN](https://mlsanity.com/paper/2107.08387/) (2021)
- [Learning to play the Chess Variant Crazyhouse above World Champion Level with Deep Neural Networks and Human Data](https://mlsanity.com/paper/1908.06660/) (2019)

## Built on by (most cited first, 1 of 1)

- [Comparative Analysis of GAT and BERT for Human-Like Playtesting](https://mlsanity.com/paper/2607.11501/) (2026)

## Abstract (arXiv)

The gameplay of strategic board games such as chess, Go and Hex is often characterized by combinatorial, relational structures -- capturing distinct interactions and non-local patterns -- and not just images. Nonetheless, most common self-play reinforcement learning (RL) approaches simply approximate policy and value functions using convolutional neural networks (CNN). A key feature of CNNs is their relational inductive bias towards locality and translational invariance. In contrast, graph neural networks (GNN) can encode more complicated and distinct relational structures. Hence, we investigate the crucial question: Can GNNs, with their ability to encode complex connections, replace CNNs in self-play reinforcement learning? To this end, we do a comparison with Hex -- an abstract yet strategically rich board game -- serving as our experimental platform. Our findings reveal that GNNs excel at dealing with long range dependency situations in game states and are less prone to overfitting, but also showing a reduced proficiency in discerning local patterns. This suggests a potential paradigm shift, signaling the use of game-specific structures to reshape self-play reinforcement learning.
