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

arXiv: https://arxiv.org/abs/2608.15146 · HTML: https://mlsanity.com/paper/2608.15146/

## 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.

## 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, 2 of 2)

- [Net2Net: Accelerating Learning via Knowledge Transfer](https://mlsanity.com/paper/1511.05641/) (2015)
- [Amortized Planning with Large-Scale Transformers: A Case Study on Chess](https://mlsanity.com/paper/2402.04494/) (2024)

## 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.
