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GAE Falls Short in Imperfect-Information Self-Play Reinforcement Learning

NeurIPS 2026 · Multi-agent systems and games › Games and equilibria · approach: Learning in Markov games · 0 citations (OpenAlex)

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Proposes Q-boosting, a variance-reduced advantage estimator using an Expected SARSA(λ) trace on a centralized Q-critic, and VRPO, a PPO-style self-play algorithm that outperforms baselines on exploitability benchmarks, Dou Dizhu, and HUNL.

Problem

Self-play policy-gradient RL in imperfect-information games suffers high advantage-estimation variance because GAE samples future stochastic actions, and this is amplified when equilibrium policies are stochastic, even with an exact critic.

Approach

Replace GAE's sampled multi-step TD trace with a multi-step Expected SARSA(λ) trace computed from a centralized Q-critic, averaging over the policy at each backup step so future action-sampling noise is removed; plug this into PPO's clipped objective (VRPO).

Key results

Surprising findings

Limitations

Experimental setup

Datasets: APTTT ADH3 LiDi 2D5F Dou Dizhu HUNL200

Benchmarks: APTTT ADH3 LiDi 2D5F Dou Dizhu HUNL200 vs Slumbot

Metrics: exact exploitability role-averaged gain (mBB or points) advantage standard deviation mBB/hand

Baselines: IPPO MAPPO MMD PPG PerfectDou DouZero Slumbot

Builds on: PPO generalized advantage estimation Expected SARSA MAPPO PerfectDou

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