# Scalable Decision Making for Games of Imperfect Information

arXiv: https://arxiv.org/abs/2511.07312 · HTML: https://mlsanity.com/paper/2511.07312/

## 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.

## 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, 23 of 23)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [DeepSeek-R1: Incentivizing Reasoning Capability in LLMs via Reinforcement Learning](https://mlsanity.com/paper/2501.12948/) (2025)
- [High-Dimensional Continuous Control Using Generalized Advantage Estimation](https://mlsanity.com/paper/1506.02438/) (2015)
- [Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model](https://mlsanity.com/paper/1911.08265/) (2019)
- [Convolutional Sequence to Sequence Learning](https://mlsanity.com/paper/1705.03122/) (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)
- [Spatial-Temporal Transformer Networks for Traffic Flow Forecasting](https://mlsanity.com/paper/2001.02908/) (2020)
- [Mastering the Game of Stratego with Model-Free Multiagent Reinforcement Learning](https://mlsanity.com/paper/2206.15378/) (2022)
- [Combining Deep Reinforcement Learning and Search for Imperfect-Information Games](https://mlsanity.com/paper/2007.13544/) (2020)
- [Robust Autonomy Emerges from Self-Play](https://mlsanity.com/paper/2502.03349/) (2025)
- [A Unified Approach to Reinforcement Learning, Quantal Response Equilibria, and Two-Player Zero-Sum Games](https://mlsanity.com/paper/2206.05825/) (2022)
- [Accelerating Self-Play Learning in Go](https://mlsanity.com/paper/1902.10565/) (2019)
- [Safe and Nested Subgame Solving for Imperfect-Information Games](https://mlsanity.com/paper/1705.02955/) (2017)
- [Depth-Limited Solving for Imperfect-Information Games](https://mlsanity.com/paper/1805.08195/) (2018)
- [Scalable Online Planning via Reinforcement Learning Fine-Tuning](https://mlsanity.com/paper/2109.15316/) (2021)
- [PerfectDou: Dominating DouDizhu with Perfect Information Distillation](https://mlsanity.com/paper/2203.16406/) (2022)
- [Mastering Chess with a Transformer Model](https://mlsanity.com/paper/2409.12272/) (2024)
- [Unlocking the Potential of Deep Counterfactual Value Networks](https://mlsanity.com/paper/2007.10442/) (2020)
- [Abstracting Imperfect Information Away from Two-Player Zero-Sum Games](https://mlsanity.com/paper/2301.09159/) (2023)
- [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)
- [The Update-Equivalence Framework for Decision-Time Planning](https://mlsanity.com/paper/2304.13138/) (2023)

## Built on by (most cited first, 8 of 8)

- [Human-like autonomy emerges from self-play and a pinch of human data](https://mlsanity.com/paper/2606.19370/) (2026)
- [Data-Augmented Game Starts for Accelerating Self-Play Exploration in Imperfect Information Games](https://mlsanity.com/paper/2605.14379/) (2026)
- [EMAgnet: Parameter-Space EMA Regularization for Policy Gradient Self-Play in Large Games](https://mlsanity.com/paper/2606.23995/) (2026)
- [Two-Bridge: Exclusive Objectives and Extended Horizon StarCraft II Benchmark](https://mlsanity.com/paper/2603.06608/) (2026)
- [GAE Falls Short in Imperfect-Information Self-Play Reinforcement Learning](https://mlsanity.com/paper/2605.19235/) (2026)
- [Superhuman AI for Generals.io Using Self-Play Reinforcement Learning](https://mlsanity.com/paper/2606.23348/) (2026)
- [Test-time Reinforcement Learning in Imperfect Information Games](https://mlsanity.com/paper/2608.30635/) (2026)
- [NashDreamer: Model-Based Reinforcement Learning for Zero-Sum Imperfect-Information Games](https://mlsanity.com/paper/2609.01549/) (2026)

## 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.
