mlsanityData to 14 Oct 2026

Scalable Decision Making for Games of Imperfect Information

arXiv 2511.07312 ↗First posted 10 Nov 2025cs.LG cs.AIcited by 8

On the map: Deep reinforcement learning methods → RL for games and combinatorial optimization

Abstract (arXiv)

Real-world decision-making generally involves hidden information, that is, information that is unknown to one agent but possessed by another. Unfortunately, the presence of large amounts of hidden information renders established reinforcement learning and search approaches ineffective. Even with multimillion-dollar industrial research efforts, top-human-level play at Stratego---a board wargame with hidden information on a massive scale---has remained beyond the reach of artificial intelligence (AI). Here we introduce Ataraxos, an AI for Stratego based on general techniques that we developed for both self-play reinforcement learning and test-time search under hidden information. Ataraxos defeated the most decorated human Stratego player of all time by a large margin---achieving, to our knowledge, the first superhuman result in the game's history---while consuming orders of magnitude less compute and data than previous efforts. Using the same techniques, we built a superhuman AI for Barrage Stratego and state-of-the-art AIs for Hanabi and dou dizhu, all with low cost and high sample efficiency. The success of this approach across adversarial, cooperative and team games establishes a design pattern for reinforcement learning and search that is effective under large amounts of hidden information, a longstanding desideratum of the field of strategic decision-making.

Key facts. Cited by 8 papers in the map (data through 14 Oct 2026). Placed in RL for games and combinatorial optimization, one of 15 directions in Deep reinforcement learning methods. Builds on 23 of its 46 references that are in the map. First posted on arXiv 10 Nov 2025.

Builds on

23 of 46 references.

References · 23

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11 more
  1. 2022A Unified Approach to Reinforcement Learning, Quantal Response Equilibria, and Two-Player Zero-Sum Gamescited by 66
  2. 2019Accelerating Self-Play Learning in Gocited by 64
  3. 2017Safe and Nested Subgame Solving for Imperfect-Information Gamescited by 41
  4. 2018Depth-Limited Solving for Imperfect-Information Gamescited by 27
  5. 2021Scalable Online Planning via Reinforcement Learning Fine-Tuningcited by 18
  6. 2022PerfectDou: Dominating DouDizhu with Perfect Information Distillationcited by 15
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Cited by year (2026 to 14 Oct)

Citing papers per year: 2026: 8.

8 papers.

Similar, not cited

Close in wording, no citation either way

  1. 2026Can AI Agents Learn Their Way to the Top? Evaluating Heuristic Learning in a Long-Running Game Agent Competition
  2. 2025Playing Hex and Counter Wargames using Reinforcement Learning and Recurrent Neural Networks
  3. 2025OptionZero: Planning with Learned Options
  4. 2025Reinforcement Learning in Strategy-Based and Atari Games: A Review of Google DeepMinds Innovations
  5. 2025Artificial Generals Intelligence: Mastering Generals.io with Reinforcement Learning
  6. 2026Mastering the Game of Go with Self-play Experience Replay
  7. 2021Modeling Strong and Human-Like Gameplay with KL-Regularized Search
  8. 2025Human-Level Competitive Pok'emon via Scalable Offline Reinforcement Learning with Transformers