mlsanityData to 14 Oct 2026

PureTD: Reinforcement Learning for Backgammon Money Games with No Evaluation-time Search

arXiv 2608.15146 ↗First posted 15 Aug 2026cs.LGcited by 0

On the map: Deep reinforcement learning methods → RL for games and combinatorial optimization

Abstract (arXiv)

We revisit Tesauro's TD-Gammon for backgammon money games in the setting of no evaluation-time search. Both checker play and cube action (use of the doubling cube) are learned from scratch via self-play reinforcement learning (RL), with minimal hand-coded logic and no expert features. In this setting, we demonstrate that pure self-play RL suffices to train models that reach near-state-of-the-art playing strength. Specifically, for cubeful money games, our search-free model evaluates faster and is substantially stronger than the open-source engines GNU Backgammon and Open Sage running a one-move (1-ply) look-ahead search. Our method of training a cubeful model also outperforms the standard approach of training a cubeless model and deriving cubeful equity with Janowski-style formulas, when the two models are equally sized.

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 2 of its 18 references that are in the map. First posted on arXiv 15 Aug 2026.

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2 of 18 references.

References · 2

  1. 2015Net2Net: Accelerating Learning via Knowledge Transfercited by 250
  2. 2024Amortized Planning with Large-Scale Transformers: A Case Study on Chesscited by 49

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  4. 2025SPIRAL: Self-Play on Zero-Sum Games Incentivizes Reasoning via Multi-Agent Multi-Turn Reinforcement Learning
  5. 2026Self-Play Reinforcement Learning under Imperfect Information in Big 2
  6. 2026Mastering the Game of Go with Self-play Experience Replay
  7. 2024A Survey on Self-play Methods in Reinforcement Learning
  8. 2025Reevaluating Policy Gradient Methods for Imperfect-Information Games