# IFlowNets: Extending Generative Samplers to Learn Strategies in Incomplete Information Games

arXiv: https://arxiv.org/abs/2608.05422 · HTML: https://mlsanity.com/paper/2608.05422/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in RL with diffusion and flow models, one of 15 directions in Deep reinforcement learning methods.
- Builds on 6 of its 12 references that are in the map.
- First posted on arXiv 5 Aug 2026.

## Placed in

- Deep reinforcement learning methods / [RL with diffusion and flow models](https://mlsanity.com/deeprl/rl-with-diffusion-and-flow-models/)

## Builds on (most cited first, 6 of 6)

- [OpenSpiel: A Framework for Reinforcement Learning in Games](https://mlsanity.com/paper/1908.09453/) (2019)
- [Learning GFlowNets from partial episodes for improved convergence and stability](https://mlsanity.com/paper/2209.12782/) (2022)
- [A Unified Approach to Reinforcement Learning, Quantal Response Equilibria, and Two-Player Zero-Sum Games](https://mlsanity.com/paper/2206.05825/) (2022)
- [Generative Flow Networks: a Markov Chain Perspective](https://mlsanity.com/paper/2307.01422/) (2023)
- [Expected flow networks in stochastic environments and two-player zero-sum games](https://mlsanity.com/paper/2310.02779/) (2023)
- [Population-based Evaluation in Repeated Rock-Paper-Scissors as a Benchmark for Multiagent Reinforcement Learning](https://mlsanity.com/paper/2303.03196/) (2023)

## Abstract (arXiv)

While many algorithms blend reinforcement learning (RL) with counterfactual regret (CFR) methods to leverage tradeoffs in computational speed and performance, there are fewer investigations into generative sampling frameworks in game theoretic applications in incomplete information games. We extend a generative flow network framework, Adversarial Flow Networks (AFlowNets), to incomplete information games, called Information Flow Networks (IFNs). We prove that previously established constraints for generative flow networks in complete information games are inadmissible for obtaining valid densities (corresponding to player strategies) and a valid training objective. We show that our proposed generalization, IFlowNets, alleviates this issue and strictly generalizes AFlowNets. In preliminary results for three standard game environments, IFlowNets perform comparably to or better than Outcome Sampling Monte Carlo Counterfactual Regret (OSMCCFR) and standard RL-based methods in performance and speed.
