# Transformer Based Planning in the Observation Space with Applications to Trick Taking Card Games

arXiv: https://arxiv.org/abs/2404.13150 · HTML: https://mlsanity.com/paper/2404.13150/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 11 of its 36 references that are in the map.
- First posted on arXiv 19 Apr 2024.

## Builds on (most cited first, 11 of 11)

- [PyTorch: An Imperative Style, High-Performance Deep Learning Library](https://mlsanity.com/paper/1912.01703/) (2019)
- [HuggingFace's Transformers: State-of-the-art Natural Language Processing](https://mlsanity.com/paper/1910.03771/) (2019)
- [Decision Transformer: Reinforcement Learning via Sequence Modeling](https://mlsanity.com/paper/2106.01345/) (2021)
- [Offline Reinforcement Learning as One Big Sequence Modeling Problem](https://mlsanity.com/paper/2106.02039/) (2021)
- [Emergent World Representations: Exploring a Sequence Model Trained on a Synthetic Task](https://mlsanity.com/paper/2210.13382/) (2022)
- [DeepStack: Expert-Level Artificial Intelligence in No-Limit Poker](https://mlsanity.com/paper/1701.01724/) (2017)
- [Deep Reinforcement Learning from Self-Play in Imperfect-Information Games](https://mlsanity.com/paper/1603.01121/) (2016)
- [Emergent Complexity via Multi-Agent Competition](https://mlsanity.com/paper/1710.03748/) (2017)
- [Vector Quantized Models for Planning](https://mlsanity.com/paper/2106.04615/) (2021)
- [Single-Agent Optimization Through Policy Iteration Using Monte-Carlo Tree Search](https://mlsanity.com/paper/2005.11335/) (2020)
- [Surprising Negative Results for Generative Adversarial Tree Search](https://mlsanity.com/paper/1806.05780/) (2018)

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

- [Outer-Learning Framework for Playing Multi-Player Trick-Taking Card Games: A Case Study in Skat](https://mlsanity.com/paper/2512.15435/) (2025)

## Abstract (arXiv)

Traditional search algorithms have issues when applied to games of imperfect information where the number of possible underlying states and trajectories are very large. This challenge is particularly evident in trick-taking card games. While state sampling techniques such as Perfect Information Monte Carlo (PIMC) search has shown success in these contexts, they still have major limitations. We present Generative Observation Monte Carlo Tree Search (GO-MCTS), which utilizes MCTS on observation sequences generated by a game specific model. This method performs the search within the observation space and advances the search using a model that depends solely on the agent's observations. Additionally, we demonstrate that transformers are well-suited as the generative model in this context, and we demonstrate a process for iteratively training the transformer via population-based self-play. The efficacy of GO-MCTS is demonstrated in various games of imperfect information, such as Hearts, Skat, and "The Crew: The Quest for Planet Nine," with promising results.
