# Chess on Ice: Curling Tactical Decision-Making via Backward Induction and Deep Reinforcement Learning

arXiv: https://arxiv.org/abs/2608.02379 · HTML: https://mlsanity.com/paper/2608.02379/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in RL for games and combinatorial optimization, one of 15 directions in Deep reinforcement learning methods.
- Builds on 13 of its 47 references that are in the map.
- First posted on arXiv 3 Aug 2026.

## 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, 13 of 13)

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- [Continuous control with deep reinforcement learning](https://mlsanity.com/paper/1509.02971/) (2015)
- [Playing Atari with Deep Reinforcement Learning](https://mlsanity.com/paper/1312.5602/) (2013)
- [Trust Region Policy Optimization](https://mlsanity.com/paper/1502.05477/) (2015)
- [A Comprehensive Overview of Large Language Models](https://mlsanity.com/paper/2307.06435/) (2023)
- [Large Language Models and Games: A Survey and Roadmap](https://mlsanity.com/paper/2402.18659/) (2024)
- [Achieving Human Level Competitive Robot Table Tennis](https://mlsanity.com/paper/2408.03906/) (2024)
- [Learning coordinated badminton skills for legged manipulators](https://mlsanity.com/paper/2505.22974/) (2025)
- [Sample-efficient Reinforcement Learning in Robotic Table Tennis](https://mlsanity.com/paper/2011.03275/) (2020)
- [A Comprehensive Review of Multi-Agent Reinforcement Learning in Video Games](https://mlsanity.com/paper/2509.03682/) (2025)
- [Deep Reinforcement Learning in Finite-Horizon to Explore the Most Probable Transition Pathway](https://mlsanity.com/paper/2304.12994/) (2023)
- [ETGL-DDPG: A Deep Deterministic Policy Gradient Algorithm for Sparse Reward Continuous Control](https://mlsanity.com/paper/2410.05225/) (2024)
- [pix2pockets: Shot Suggestions in 8-Ball Pool from a Single Image in the Wild](https://mlsanity.com/paper/2504.12045/) (2025)

## Abstract (arXiv)

Curling is often referred to as "Chess on Ice", owing to the tactical complexity of its decision-making process. Yet unlike chess, curling remains largely underexplored from a machine learning perspective, with prior work confined mainly to statistical approaches. We propose a reinforcement learning framework capable of quantitatively evaluating and comparing tactical options in curling. The game poses several modeling challenges: continuous state and action spaces, stochastic action outcomes reflecting player skill variability, and state transitions that are highly sensitive to small perturbations in the executed action. To address them, we employ the Deep Deterministic Policy Gradient actor-critic algorithm, adapted to exploit the finite-horizon structure of the game. Our experiments show that effective curling strategies can be acquired in a fully self-supervised manner, without any human-annotated data: on a reduced four-rock variant, the learned agent matches a hand-crafted expert heuristic in a regime where that heuristic is close to optimal, a parity we quantify against the intrinsic hammer advantage of the variant. Beyond the resulting policy, the learned critic provides a dense value estimate over the entire continuous action space, enabling the quantitative comparison of tactical alternatives for applications such as post-game performance analysis and decision support during athlete preparation.
