mlsanityData to 14 Oct 2026

MAPLE: Multi-State Aggregated Policy Evaluation for AlphaZero in Imperfect-Information Games

arXiv 2605.24139 ↗First posted 22 May 2026cs.AI cs.LGcited by 0

Not on the map. Why?

Abstract (arXiv)

Imperfect-information games (IIGs) are challenging, as players must make decisions without fully observing the true game state. While AlphaZero has achieved remarkable success in perfect-information games, extending it to IIGs remains difficult. Existing search-based approaches, such as Perfect Information Monte Carlo (PIMC), suffer from strategy fusion, while Information Set Monte Carlo Tree Search (IS-MCTS) incurs high computational cost when combined with neural networks. In this paper, we propose Multi-State Aggregated PoLicy Evaluation (MAPLE), a tree search method that aggregates policy and value evaluations from multiple sampled world states within a single search tree, combining the advantages of PIMC and IS-MCTS while maintaining a controllable computational cost. We further incorporate a Siamese-based sampling strategy to select informative world states from the information set. Experiments on Phantom Go and Dark Hex show that MAPLE significantly outperforms the PIMC-based AlphaZero baseline, achieving Elo improvements of 291 and 136, respectively. These results demonstrate that MAPLE is an effective approach for AlphaZero-style learning in imperfect-information games.

Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 7 of its 29 references that are in the map. First posted on arXiv 22 May 2026.

Builds on

7 of 29 references.

References · 7

  1. 2017Population Based Training of Neural Networkscited by 367
  2. 2017A Unified Game-Theoretic Approach to Multiagent Reinforcement Learningcited by 268
  3. 2020Combining Deep Reinforcement Learning and Search for Imperfect-Information Gamescited by 114
  4. 2023MiniZero: Comparative Analysis of AlphaZero and MuZero on Go, Othello, and Atari Gamescited by 14
  5. 2020Accelerating and Improving AlphaZero Using Population Based Trainingcited by 12
  6. 2017Combining Prediction of Human Decisions with ISMCTS in Imperfect Information Gamescited by 1
  7. 2024Neural Network-based Information Set Weighting for Playing Reconnaissance Blind Chesscited by 1

Built on by

Not cited yet.