# Test-time Reinforcement Learning in Imperfect Information Games

arXiv: https://arxiv.org/abs/2608.30635 · HTML: https://mlsanity.com/paper/2608.30635/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in Reinforcement learning for reasoning, one of 17 directions in LLM reasoning.
- Builds on 21 of its 34 references that are in the map.
- First posted on arXiv 31 Aug 2026.

## Placed in

- LLM reasoning / [Reinforcement learning for reasoning](https://mlsanity.com/lr/reinforcement-learning-for-reasoning/)

## Builds on (most cited first, 21 of 21)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Large Language Models are Zero-Shot Reasoners](https://mlsanity.com/paper/2205.11916/) (2022)
- [Large Language Models as Optimizers](https://mlsanity.com/paper/2309.03409/) (2023)
- [DeepStack: Expert-Level Artificial Intelligence in No-Limit Poker](https://mlsanity.com/paper/1701.01724/) (2017)
- [Mastering the Game of Stratego with Model-Free Multiagent Reinforcement Learning](https://mlsanity.com/paper/2206.15378/) (2022)
- [Combining Deep Reinforcement Learning and Search for Imperfect-Information Games](https://mlsanity.com/paper/2007.13544/) (2020)
- [A Unified Approach to Reinforcement Learning, Quantal Response Equilibria, and Two-Player Zero-Sum Games](https://mlsanity.com/paper/2206.05825/) (2022)
- [From Poincar'e Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularization](https://mlsanity.com/paper/2002.08456/) (2020)
- [Safe and Nested Subgame Solving for Imperfect-Information Games](https://mlsanity.com/paper/1705.02955/) (2017)
- [Rethinking Formal Models of Partially Observable Multiagent Decision Making](https://mlsanity.com/paper/1906.11110/) (2019)
- [Solving Imperfect Information Games Using Decomposition](https://mlsanity.com/paper/1303.4441/) (2013)
- [Depth-Limited Solving for Imperfect-Information Games](https://mlsanity.com/paper/1805.08195/) (2018)
- [Student of Games: A unified learning algorithm for both perfect and imperfect information games](https://mlsanity.com/paper/2112.03178/) (2021)
- [Subgame solving without common knowledge](https://mlsanity.com/paper/2106.06068/) (2021)
- [Scalable Decision Making for Games of Imperfect Information](https://mlsanity.com/paper/2511.07312/) (2025)
- [General search techniques without common knowledge for imperfect-information games, and application to superhuman Fog of War chess](https://mlsanity.com/paper/2506.01242/) (2025)
- [The Update-Equivalence Framework for Decision-Time Planning](https://mlsanity.com/paper/2304.13138/) (2023)
- [Look-ahead Search on Top of Policy Networks in Imperfect Information Games](https://mlsanity.com/paper/2312.15220/) (2023)
- [Neural Bayesian Filtering](https://mlsanity.com/paper/2510.03614/) (2025)
- [Look-ahead Reasoning with a Learned Model in Imperfect Information Games](https://mlsanity.com/paper/2510.05048/) (2025)
- [Equilibrium Refinements Improve Subgame Solving in Imperfect-Information Games](https://mlsanity.com/paper/2601.17131/) (2026)

## Abstract (arXiv)

Test-time reasoning has significantly improved performance in domains ranging from games to language models. However, test-time policy changes with formal guarantees on the performance of the resulting strategy remain a challenge in two-player zero-sum imperfect-information games. Existing solutions are limited to tabular methods or single gradient step updates. In this work, we investigate policy-gradient algorithms as a method for scalable test-time reasoning. We extend the concept of gadget game, tabular technique for test-time search, to the reinforcement learning setting. Unlike prior approaches, we represent the gadget game implicitly by modified sampling and neural policy rather then explicitly by constructing it, thereby removing constraints on subgame size. Furthermore, we formally prove that, unlike prior tabular algorithms, regularized policy-gradient algorithms limit possible strategy degradation caused by test-time reasoning, even without the gadget games. Our evaluation across small- and large-scale games confirms that additional test-time training often substantially improves performance relative to the blueprint strategy.
