# Local Updates, Global Learning (LUGL): Playing Games with non-incremental Learners

arXiv: https://arxiv.org/abs/2609.03660 · HTML: https://mlsanity.com/paper/2609.03660/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 9 of its 29 references that are in the map.
- First posted on arXiv 3 Sep 2026.

## Builds on (most cited first, 9 of 9)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Prioritized Experience Replay](https://mlsanity.com/paper/1511.05952/) (2015)
- [Thinking Fast and Slow with Deep Learning and Tree Search](https://mlsanity.com/paper/1705.08439/) (2017)
- [OpenSpiel: A Framework for Reinforcement Learning in Games](https://mlsanity.com/paper/1908.09453/) (2019)
- [Deep Counterfactual Regret Minimization](https://mlsanity.com/paper/1811.00164/) (2018)
- [DREAM: Deep Regret minimization with Advantage baselines and Model-free learning](https://mlsanity.com/paper/2006.10410/) (2020)
- [Single Deep Counterfactual Regret Minimization](https://mlsanity.com/paper/1901.07621/) (2019)
- [Exploratory Gradient Boosting for Reinforcement Learning in Complex Domains](https://mlsanity.com/paper/1603.04119/) (2016)
- [Othello is Solved](https://mlsanity.com/paper/2310.19387/) (2023)

## Abstract (arXiv)

The dominance of Neural Networks (NNs) in RL is partially due to their incremental learning capability, which naturally suits the online, non-stationary nature of self-play training. However, gradient-boosted trees like LightGBM are widely recognised as the state of the art for tabular data in supervised learning, often outperforming NNs in accuracy and efficiency. Game states are inherently tabular---discrete actions, categorical card identities, structured board positions---which makes them an ideal candidate for tree-based methods. We introduce LUGL (Local Updates, Global Learning), a framework that decouples data collection from model fitting, enabling non-incremental learners such as GBTs to operate in RL settings where they would otherwise fail due to distributional shift. LUGL alternates between a local updates phase, where the agent plays self-play games and accumulates tabular updates (Q-values, V-values, policies, or regret values) in a finite table, and a global learning phase, where the table is used to train a function approximator that generalises to unseen states before the table is reset. We test our approach in four standard perfect-information games (Tic-tac-toe, Connect-4, Othello, and Hex) and five imperfect-information games (Kuhn's poker, Leduc Hold'em, Liar's Dice, Goofspiel, and Flop5 Hold'em), and show that our results are competitive with or superior to DQN and DeepCFR. Our experiments demonstrate that the community's strong bias towards NNs in game-playing may be unwarranted, since LightGBM-based agents achieve competitive or superior performance across all tested benchmarks.
