mlsanityData to 14 Oct 2026

AlphaZero in Sparsely Rewarded Games: Limits and Auxiliary Supervision

arXiv 2607.08984 ↗First posted 9 Jul 2026cs.LG cs.AI cs.GTcited by 0

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Abstract (arXiv)

AlphaZero has demonstrated that a neural-guided Monte Carlo Tree Search can achieve superhuman performance, but strong play does not necessarily imply perfect play. We study this gap in two oracle-evaluable domains with contrasting structure: Connect Four, a solved partisan game with exact game-theoretic values, and Chomp, an impartial game whose optimal play is governed by Grundy-number structure. Under a unified self-play + MCTS pipeline, we compare vanilla AlphaZero, a multi-frame variant (limited to Chomp), and an AlphaZero Auxiliary Loss (AZAL) that adds oracle-derived policy supervision. We find that vanilla AlphaZero achieves strong play across both domains but cannot preserve the exact trajectories required for optimal play: in Connect Four, it fails to maintain the optimal line of play, while in Chomp, it fails to consistently restore the g=0 invariant. On rectangular Chomp boards, multi-frame inputs alone do not remove this gap. Nevertheless, AZAL substantially improves oracle consistency across multi-seeded full-game traces and sampled-state evaluations. On Chomp, AZAL reaches perfect full-game oracle consistency on 10x11 and high but not complete consistency on 9x10; on Connect Four, AZAL improves oracle-match rate and delays the first oracle mistake, but does not reach perfect play.

Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 3 of its 13 references that are in the map. First posted on arXiv 9 Jul 2026.

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References · 3

  1. 2017Thinking Fast and Slow with Deep Learning and Tree Searchcited by 252
  2. 2022Impartial Games: A Challenge for Reinforcement Learningcited by 3
  3. 2024Overcoming a Learning Bottleneck in Impartial Games: A Circuit Complexity Approachcited by 1

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