# Regret-Guided Search Control for Efficient Learning in AlphaZero

arXiv: https://arxiv.org/abs/2602.20809 · HTML: https://mlsanity.com/paper/2602.20809/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in Deep RL algorithms and representations, one of 15 directions in Deep reinforcement learning methods.
- Builds on 17 of its 28 references that are in the map.
- First posted on arXiv 24 Feb 2026.

## Placed in

- Deep reinforcement learning methods / [Deep RL algorithms and representations](https://mlsanity.com/deeprl/deep-rl-algorithms-and-representations/)

## Builds on (most cited first, 17 of 17)

- [Deep Residual Learning for Image Recognition](https://mlsanity.com/paper/1512.03385/) (2015)
- [Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model](https://mlsanity.com/paper/1911.08265/) (2019)
- [Emergent Complexity and Zero-shot Transfer via Unsupervised Environment Design](https://mlsanity.com/paper/2012.02096/) (2020)
- [First return, then explore](https://mlsanity.com/paper/2004.12919/) (2020)
- [Reverse Curriculum Generation for Reinforcement Learning](https://mlsanity.com/paper/1707.05300/) (2017)
- [Prioritized Level Replay](https://mlsanity.com/paper/2010.03934/) (2020)
- [Evolving Curricula with Regret-Based Environment Design](https://mlsanity.com/paper/2203.01302/) (2022)
- [Jump-Start Reinforcement Learning](https://mlsanity.com/paper/2204.02372/) (2022)
- [Few-Shot Preference Learning for Human-in-the-Loop RL](https://mlsanity.com/paper/2212.03363/) (2022)
- [Learning and Planning in Complex Action Spaces](https://mlsanity.com/paper/2104.06303/) (2021)
- [Accelerating Self-Play Learning in Go](https://mlsanity.com/paper/1902.10565/) (2019)
- [Human-Level Reinforcement Learning through Theory-Based Modeling, Exploration, and Planning](https://mlsanity.com/paper/2107.12544/) (2021)
- [Unsupervised Meta-Learning for Reinforcement Learning](https://mlsanity.com/paper/1806.04640/) (2018)
- [Ludii -- The Ludemic General Game System](https://mlsanity.com/paper/1905.05013/) (2019)
- [MiniZero: Comparative Analysis of AlphaZero and MuZero on Go, Othello, and Atari Games](https://mlsanity.com/paper/2310.11305/) (2023)
- [Meta-Reinforcement Learning via Exploratory Task Clustering](https://mlsanity.com/paper/2302.07958/) (2023)
- [Targeted Search Control in AlphaZero for Effective Policy Improvement](https://mlsanity.com/paper/2302.12359/) (2023)

## Abstract (arXiv)

Reinforcement learning (RL) agents achieve remarkable performance but remain far less learning-efficient than humans. While RL agents require extensive self-play games to extract useful signals, humans often need only a few games, improving rapidly by repeatedly revisiting states where mistakes occurred. This idea, known as search control, aims to restart from valuable states rather than always from the initial state. In AlphaZero, prior work Go-Exploit applies this idea by sampling past states from self-play or search trees, but it treats all states equally, regardless of their learning potential. We propose Regret-Guided Search Control (RGSC), which extends AlphaZero with a regret network that learns to identify high-regret states, where the agent's evaluation diverges most from the actual outcome. These states are collected from both self-play trajectories and MCTS nodes, stored in a prioritized regret buffer, and reused as new starting positions. Across 9x9 Go, 10x10 Othello, and 11x11 Hex, RGSC outperforms AlphaZero and Go-Exploit by an average of 77 and 89 Elo, respectively. When training on a well-trained 9x9 Go model, RGSC further improves the win rate against KataGo from 69.3% to 78.2%, while both baselines show no improvement. These results demonstrate that RGSC provides an effective mechanism for search control, improving both efficiency and robustness of AlphaZero training. Our code is available at https://rlg.iis.sinica.edu.tw/papers/rgsc.
