Scalable Decision Making for Games of Imperfect Information
cs.LG, cs.AI
Submitted: 2025-11-10
Updated: 2026-10-04
Code: https://github.com/braathwaate/strategoevaluator
Project page: https://ataraxosai.github.io
License: http://creativecommons.org/licenses/by/4.0/
The gist: Real-world decision-making generally involves hidden information, that is, information that is unknown to one agent but possessed by another.
Terminology
Abstract
Real-world decision-making generally involves hidden information, that is, information that is unknown to one agent but possessed by another. Unfortunately, the presence of large amounts of hidden information renders established reinforcement learning and search approaches ineffective. Even with multimillion-dollar industrial research efforts, top-human-level play at Stratego---a board wargame with hidden information on a massive scale---has remained beyond the reach of artificial intelligence (AI). Here we introduce Ataraxos, an AI for Stratego based on general techniques that we developed for both self-play reinforcement learning and test-time search under hidden information. Ataraxos defeated the most decorated human Stratego player of all time by a large margin---achieving, to our knowledge, the first superhuman result in the game's history---while consuming orders of magnitude less compute and data than previous efforts. Using the same techniques, we built a superhuman AI for Barrage Stratego and state-of-the-art AIs for Hanabi and dou dizhu, all with low cost and high sample efficiency. The success of this approach across adversarial, cooperative and team games establishes a design pattern for reinforcement learning and search that is effective under large amounts of hidden information, a longstanding desideratum of the field of strategic decision-making.
Sources
- Mastering Chess with a Transformer Model
- Proximal Policy Optimization Algorithms
- Spatial-Temporal Transformer Networks for Traffic Flow Forecasting
- General search techniques without common knowledge for imperfect-information games, and application to superhuman Fog of War chess
- High entropy leads to symmetry-equivariant policies in Dec-POMDPs
- Layer Normalization
- Learned Belief Search: Efficiently Improving Policies in Partially Observable Settings
- GAE Falls Short in Imperfect-Information Self-Play Reinforcement Learning
Related papers
- Polynomial-Augmented Neural Networks (PANNs) with Weak Orthogonality Constraints for Enhanced Function and PDE Approximation
- AIRL-S: Unifying Reinforcement Learning and Search-Based Test-Time Scaling via Adversarial Inverse Reinforcement Learning
- Transformers as Bayesian In-Context Experimenters: Smoothness-Adaptive Efficient ATE Estimation
- Convergence issues in Relational Concept Analysis based on AOC-posets
- Beliefs Beyond Posteriors: The Predictive Cost of ELBO Binding
- Understanding Diffusion Models via Ratio-Based Function Approximation with SignReLU Networks