# The Learning Approach to Games

arXiv: https://arxiv.org/abs/2503.00227 · HTML: https://mlsanity.com/paper/2503.00227/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in RL for games and combinatorial optimization, one of 15 directions in Deep reinforcement learning methods.
- Builds on 35 of its 69 references that are in the map.
- First posted on arXiv 28 Feb 2025.

## Placed in

- Deep reinforcement learning methods / [RL for games and combinatorial optimization](https://mlsanity.com/deeprl/rl-for-games-and-combinatorial-optimization/)

## Builds on (most cited first, 30 of 35)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Representation Learning with Contrastive Predictive Coding](https://mlsanity.com/paper/1807.03748/) (2018)
- [Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor](https://mlsanity.com/paper/1801.01290/) (2018)
- [Addressing Function Approximation Error in Actor-Critic Methods](https://mlsanity.com/paper/1802.09477/) (2018)
- [Asynchronous Methods for Deep Reinforcement Learning](https://mlsanity.com/paper/1602.01783/) (2016)
- [High-Dimensional Continuous Control Using Generalized Advantage Estimation](https://mlsanity.com/paper/1506.02438/) (2015)
- [Deep Reinforcement Learning with Double Q-learning](https://mlsanity.com/paper/1509.06461/) (2015)
- [Dream to Control: Learning Behaviors by Latent Imagination](https://mlsanity.com/paper/1912.01603/) (2019)
- [World Models](https://mlsanity.com/paper/1803.10122/) (2018)
- [Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model](https://mlsanity.com/paper/1911.08265/) (2019)
- [Learning Latent Dynamics for Planning from Pixels](https://mlsanity.com/paper/1811.04551/) (2018)
- [Curiosity-driven Exploration by Self-supervised Prediction](https://mlsanity.com/paper/1705.05363/) (2017)
- [Exploration by Random Network Distillation](https://mlsanity.com/paper/1810.12894/) (2018)
- [Deep Reinforcement Learning in a Handful of Trials using Probabilistic Dynamics Models](https://mlsanity.com/paper/1805.12114/) (2018)
- [A Distributional Perspective on Reinforcement Learning](https://mlsanity.com/paper/1707.06887/) (2017)
- [CURL: Contrastive Unsupervised Representations for Reinforcement Learning](https://mlsanity.com/paper/2004.04136/) (2020)
- [Deep Exploration via Bootstrapped DQN](https://mlsanity.com/paper/1602.04621/) (2016)
- [Distributional Reinforcement Learning with Quantile Regression](https://mlsanity.com/paper/1710.10044/) (2017)
- [Data-Efficient Hierarchical Reinforcement Learning](https://mlsanity.com/paper/1805.08296/) (2018)
- [The Option-Critic Architecture](https://mlsanity.com/paper/1609.05140/) (2016)
- [Implicit Quantile Networks for Distributional Reinforcement Learning](https://mlsanity.com/paper/1806.06923/) (2018)
- [Data-Efficient Reinforcement Learning with Self-Predictive Representations](https://mlsanity.com/paper/2007.05929/) (2020)
- [Agent57: Outperforming the Atari Human Benchmark](https://mlsanity.com/paper/2003.13350/) (2020)
- [Neural Network Dynamics for Model-Based Deep Reinforcement Learning with Model-Free Fine-Tuning](https://mlsanity.com/paper/1708.02596/) (2017)
- [Decoupling Representation Learning from Reinforcement Learning](https://mlsanity.com/paper/2009.08319/) (2020)
- [Never Give Up: Learning Directed Exploration Strategies](https://mlsanity.com/paper/2002.06038/) (2020)
- [Fully Parameterized Quantile Function for Distributional Reinforcement Learning](https://mlsanity.com/paper/1911.02140/) (2019)
- [Munchausen Reinforcement Learning](https://mlsanity.com/paper/2007.14430/) (2020)
- [Learning in Mean Field Games: the Fictitious Play](https://mlsanity.com/paper/1507.06280/) (2015)
- [Unlocking the Power of Representations in Long-term Novelty-based Exploration](https://mlsanity.com/paper/2305.01521/) (2023)

## Abstract (arXiv)

This work introduces a unified framework for analyzing games in greater depth. In the existing literature, players' strategies are typically assigned scalar values, and equilibrium concepts are used to identify compatible choices. However, this approach neglects the internal structure of players, thereby failing to accurately model observed behaviors. To address this limitation, we propose an abstract definition of a player, consistent with constructions in reinforcement learning. Instead of defining games as external settings, our framework defines them in terms of the players themselves. This offers a language that enables a deeper connection between games and learning. To illustrate the need for this generality, we study a simple two-player game and show that even in basic settings, a sophisticated player may adopt dynamic strategies that cannot be captured by simpler models or compatibility analysis. For a general definition of a player, we discuss natural conditions on its components and define competition through their behavior. In the discrete setting, we consider players whose estimates largely follow the standard framework from the literature. We explore connections to correlated equilibrium and highlight that dynamic programming naturally applies to all estimates. In the mean-field setting, we exploit symmetry to construct explicit examples of equilibria. Finally, we conclude by examining relations to reinforcement learning.
