Deep Multiagent RL for Games
Gabriele Farina
MIT
What makes extensive-form games tractable?
When represented using sequence-form strategies.
In two-player zero-sum games we can solve them via the convex optimization problem
The sets and are convex polytopes. The payoff is bilinear.
Gradient ascent in sequence-form space will work.
How do we scale to large games?
Unique information sets after removing symmetries. Historical results through 2014.
Bowling, Burch, Johanson & Tammelin (2015), Heads-up Limit Hold’em Poker is Solved, Fig. 2.
Go
Stratego
Go photo: Elena Popova / Unsplash. Stratego board: Sokota et al. (2026), Fig. 2a.
How should we approach large games?
Two directions
Can we learn best responses and regrets?
Neural fictitious play · ESCHER · Deep CFR
Can we make self-play policy gradients converge?
Policy gradient · PPO · MMD
↑ We start here
“Deepifying” game-theoretic algorithms
First direction
Keep fictitious play, double oracle, CFR, ... but approximate the expensive step with a neural network.
Idea 1: learn best responses
Use deep RL to approximate the best response.
Algorithm 1 Fictitious play
while do
end while
return
Algorithm 2 Double oracle
while do
end while
return
How accurately—and how quickly—can deep RL solve it?
Idea 2: learn counterfactual regrets
CFR computes a local learning signal at each information set .
Fit predictions proportional to cumulative regrets.
Brown et al. (2019), Deep CFR, §4. If all predictions are nonpositive, select an action with the largest prediction.
Three examples
NFSP
Fictitious play + deep RL
Learn a best-response policy and fit a separate average-policy network from a reservoir of behavior.
PSRO
Response oracles + deep RL
Grow a population of policies and use a meta-solver to mix them in an empirical game.
Deep CFR
CFR + deep learning
Fit sampled counterfactual advantages and the average strategy without a complete tabular representation.
Heinrich & Silver (2016), NFSP; Lanctot et al. (2017), PSRO; Brown et al. (2019), Deep CFR.
Pros and cons of deepified game-theoretic approaches
+
Clear theoretical foundations.
+
The outer algorithm specifies what each approximation must achieve.
−
Learning a strong best response is expensive.
−
Growing and evaluating a policy population costs memory and simulation.
−
Even exact fictitious play and double oracle can require many outer iterations.
This leads us toward self-play policy gradients.
Slow-convergence examples: Wang (2025), fictitious play; Zhang & Sandholm (2024), double oracle.
How should we approach large games?
Two directions
Can we learn best responses and regrets?
Neural fictitious play · ESCHER · Deep CFR
Can we make self-play policy gradients converge?
Policy gradient · PPO · MMD
↑ We now turn here
“Game-theorifying” deep reinforcement learning
Second direction
Let’s start from algorithms designed to scale, and modify them.
Choice I: out with sequence-form, in with behavioral
Sequence-form strategies are constrained and can get very small.
As much as they are the source of tractability, they are the first to go. Instead, we insist on behavioral strategies (“policies”): a probability distribution at each information state.
In fact, our policy net will output logits :
A nonlinear parametrization of the strategy
The parameters determine action probabilities, which multiply along each player sequence.
Two main questions:
1. Will (stochastic) gradient ascent still work? and
2. how should we estimate the gradient?
Is there hope for gradient ascent?
For a fixed opponent, the objective is concave in the sequence-form strategy, but not in the parametrization that we picked... We can think of this as hidden concavity.
For suitable policy parametrizations, a large best-response gap implies a large first-order improvement signal: gradient domination.
Example of gradient domination: PŁ condition
Can the gradient vanish while the objective gap is positive?
No: every stationary point is globally optimal.
Karimi, Nutini & Schmidt (2016), §2; Kalogiannis & Farina (2025).
Why does gradient ascent converge?
Assume is -smooth, attains , and satisfies PŁ with .
Take .
1. Smoothness: one step makes progress.
2. PŁ condition: the gradient controls the objective gap.
Exact ascent on one fixed, unconstrained objective. Self-play requires additional arguments. Karimi, Nutini & Schmidt (2016), Theorem 2.1, maximization form.
PŁ ⇐⇏ Strong Convexity
PŁ holds with . Step size gives a global geometric bound on the objective gap.
Karimi, Nutini & Schmidt (2016), §2.2 give as a nonconvex PŁ example. Here converts it to maximization; figures are drawn from the analytic formulas.
What can we prove?
In finite two-player zero-sum extensive-form games with perfect recall, suitable alternating updates converge in the last iterate to an -Nash equilibrium, with polynomial iteration and sample complexity.
Independent tabular behavioral policies.
Explicit exploration, truncated policies, and suitable Euclidean or entropy regularization.
Direct, softmax, and natural policy-gradient variants.
Choice II: Which gradient estimator?
Begin with a single decision: .
Choose any proposal with full support. Sample .
Low-prob. actions carry a large correction . Which distribution should we choose?
Srinivasan et al. (2018), actor-critic policy optimization; score-function estimation: Williams (1992).
Uniform exploration?
In self-play, we also control the opponent. We can choose both exploration policies.
Theory suggests a uniform strategy: minimize the largest importance weight.
But uniform exploration is a bad idea at the scale where you need deep RL.
Why?
Uniform play visits unlikely states. On-policy sampling is desirable to spend resources on parts of the decision space that are important/expected during play.
The minimax bound is for one decision. Trajectory corrections multiply. On-policy sampling still needs exploration for coverage.
Policy gradient estimator: REINFORCE
1. Recall our sequence-form reach Let list our own information-set/action pairs along a generic path.
2. Turn own reach into a full trajectory probability
be a terminal path,
our payoff
our own trajectory
is the fixed opponent/chance factor
is the full path probability
3. Differentiate log probability: the trajectory score
4. Use to differentiate expected payoff
Unbiased, but one noisy terminal return weights every decision’s score.
Finite perfect-recall game; positive policy probabilities; opponent and chance held fixed. Williams (1992); Srinivasan et al. (2018), §§2.2, 4 and Appendix E.
Policy gradients with a learned critic
REINFORCE is correct but noisy. We can use standard ideas to reduce variance
From REINFORCE to Actor-Critic
So we can write
We also learn an estimate of (directly or via ): the critic. The policy is the actor.
Srinivasan et al. (2018), §4; Sutton & Barto, Ch. 13; GAE; Ataraxos: Methods and Supplementary §S3.4.
Summary: the RL toolbox
Behavioral strategies make path probabilities products. We can then use scores (log probs) to obtain a nice estimator and tap into standard RL solutions
We can then use TD()/GAE to “blend” multiple estimators and try to reduce variance
We can think of the resulting algorithm as a form of CFR with Q values in place of counterfactual values.
Perhaps reassuring us that we have not strayed too far...
However, both players are updating. Will their current policies converge?
Sutton & Barto (2018), Chs. 6, 12; Schulman et al. (2016), GAE; Srinivasan et al. (2018), §4 and Appendix E.
Exact gradients can still cycle
Even exact tabular methods can cycle (it is the average strategies that converge to the set of equilibria)
Matching pennies, . Exact gradients with simultaneous updates.
Choice III: add regularization to force convergence
Add attraction toward a full-support reference policy .
A fixed positive induces a regularized equilibrium. To approach the original game’s equilibrium, a popular approach is to reduce regularization (“anneal”) over time
Sokota et al. (2023), Magnetic Mirror Descent; extensive-form entropy needs the corresponding game-specific analysis.
What changes when we add a magnet?
Exact matching-pennies example with a biased, fixed reference policy. A fixed positive KL weight changes the equilibrium we converge to.
Summary: three choices for self-play
Choice I: behavioral policies and logits.
Choice II: on-policy values and policy-gradient estimates.
Choice III: regularization to stabilize self-play; reduce its bias with a controlled schedule.
How well does this work in practice?
Do the resulting policies have low exploitability?
Reevaluating policy gradient methods
Lower exploitability is better. Boxes: tuning / evaluation. Axis: square-root scale.
Across 7,000 runs on five benchmarks, MMD, PPO, and PPG matched or exceeded the tested game-theoretic deep RL methods.
Rudolph et al., Reevaluating Policy Gradient Methods for Imperfect-Information Games (2026). ICLR 2026, arXiv v4, 27 May 2026.
How much entropy regularization?
Pooled over 2D5F Liar’s Dice, 3×3 Dark Hex, 3×3 Abrupt Dark Hex,
Phantom Tic-Tac-Toe and Abrupt Phantom Tic-Tac-Toe. Green: mean; purple: median; gray: interquartile range.
In these sweeps, entropy coefficients around 0.05-0.2 worked best on average. Common PPO defaults were 0-0.01. The best coefficient depends on the game.
Rudolph et al. (2026), Fig. 7. Red dashed lines: common PPO defaults.
Decision-time planning (DTP)
Can we spend more computation at decision time to improve the policy?
Decision-Time Planning
Blueprint policy Start from the trained network
→
DTP Spend extra simulation to refine policy
→
Improved policy Then play the new policy
Instead of using gadgets and subgame solving, do something very simple: spend the DTP budget to estimate higher quality Q-values (starting from the posterior distribution of the state), and then do one last policy gradient step
We will see an evaluation of this idea in Stratego.
Sokota et al. (ICLR 2024), update-equivalence; Sokota et al., Nature (2026).
Stratego
Hidden pieces, long horizons
a. Secret setups. Each player knows its own pieces.
b. A battle reveals both piece types and captures at least one.
Stratego before Ataraxos
Before 2022, Stratego was one of the last iconic board games without expert-level AI.
2022: DeepMind’s DeepNash. R-NaD and self-play, without DTP. 42 wins in 50 ranked Gravon games (84%).
2023: World Championship demo. 19 wins, 9 losses. It lost to most of its highest-ranked opponents, including Pim Niemeijer.
1,024 TPU nodes for roughly 2–3 months.
Estimated training-run cost: US$3–4.5 million at 2025 prices.
DeepMind’s DeepNash. Science, 2022.
Perolat et al., Science (2022); Sokota et al., Nature (2026), Contextualization vis-à-vis DeepNash.
Cost: TPU v3 rental estimate based on an author’s recollection; actual expenditure and total R&D budget were not reported.
Ataraxos (2026)
Ataraxos learns where to put the pieces
Extended Data Fig. 1: setup policy.
Place 40 pieces autoregressively. Predict outcomes and entropy while learning the setup distribution.
Two self-play processes learn together: setups determine the initial boards; move policies determine the outcomes used to train both.
Sokota et al., Nature (2026), Methods and Extended Data Fig. 1.
Ataraxos learns how to move
Extended Data Fig. 1, bottom. A source–destination dot product defines each move logit.
Board features become move logits and value estimates. Damped self-play trains the network; DTP refines its policy at test time.
Ataraxos learns what the hidden pieces might be
Extended Data Fig. 4: the belief network.
Encode the player’s information state. Decode a distribution over hidden piece types one at a time.
Train on final-policy self-play, using true hidden piece types as supervised labels.
Sample plausible hidden boards. Average rollout values for each candidate move.
Sokota et al., Nature (2026), Methods: belief modelling and DTP; Extended Data Fig. 4.
Ataraxos: decision-time planning
The policy network is fixed; DTP refines its decisions.
40 ply · 1,000 rollouts: 1.26 seconds per move on one H100.
Sokota et al., Nature (2026), Extended Data Fig. 2d. Bars: 95% confidence intervals. Dotted line: move network without DTP.
How strong is Ataraxos?
4 world championships · 15 Dutch championships · 2 online world championships
More than 600 weeks ranked world #1.
85%
Effective win rate against Pim Niemeijer
15 wins · 1 loss · 4 draws
95%
World Championship attendee demo
38 wins · 2 losses · 0 draws
1.26 s
Average time per move on one H100
40-ply · 1,000-rollout DTP
Across the 20-game evaluation, Pim could adapt. Ataraxos kept its strategy fixed.
Accolades and evaluation: Sokota et al., Nature (2026), Evaluation and Extended Data Fig. 2; International Stratego Rating: Pim Niemeijer.
Recovering from difficult positions
Critic predictions over all 20 games.
Sokota et al., Nature (2026), Fig. 3 and Methods: Play Style. Original figure reflowed to 5 × 4 panels.
How much did training cost?
1/500
Approximate compute cost
1/30
Approximate self-play games
1/100
Approximate training examples
Ataraxos relative to DeepMind’s DeepNash, as estimated in the paper. Ataraxos trained its RL networks on 16 H100s for one week and its belief network on 4 H100s for four days.
Far fewer games and training examples. The systems were evaluated against humans; no direct match was possible.
Sokota et al., Nature (2026), training-cost comparison; Perolat et al. (2022). Compute costs use 2025 price estimates.
Exponential moving average of parameters
Keep a smoothed copy of the policy network.
Ataraxos used for setup and move networks.
The map from parameters to policies is nonlinear: averaging parameters is generally different from averaging strategies.
Sokota et al., Nature (2026), Supplementary Information, setup and move training.
Conclusions
Main takeaways
can be put on solid theoretical footing, and seem to perform very well
Compared to vanilla PPO, you need more. Other imperfect-information-specific tricks seem to help, for example Q-boosting (“GAE falls short” paper)
One approach that we found useful is just to perform one additional tabular update on the policy using high-quality Q values (“Update-equivalent search” used by Ataraxos)