English

AlphaZero in Sparsely Rewarded Games: Limits and Auxiliary Supervision

Machine Learning 2026-07-09 v1 Artificial Intelligence Computer Science and Game Theory Combinatorics

Abstract

AlphaZero has demonstrated that a neural-guided Monte Carlo Tree Search can achieve superhuman performance, but strong play does not necessarily imply perfect play. We study this gap in two oracle-evaluable domains with contrasting structure: Connect Four, a solved partisan game with exact game-theoretic values, and Chomp, an impartial game whose optimal play is governed by Grundy-number structure. Under a unified self-play ++ MCTS pipeline, we compare vanilla AlphaZero, a multi-frame variant (limited to Chomp), and an AlphaZero Auxiliary Loss (AZAL) that adds oracle-derived policy supervision. We find that vanilla AlphaZero achieves strong play across both domains but cannot preserve the exact trajectories required for optimal play: in Connect Four, it fails to maintain the optimal line of play, while in Chomp, it fails to consistently restore the g=0g=0 invariant. On rectangular Chomp boards, multi-frame inputs alone do not remove this gap. Nevertheless, AZAL substantially improves oracle consistency across multi-seeded full-game traces and sampled-state evaluations. On Chomp, AZAL reaches perfect full-game oracle consistency on 10x11 and high but not complete consistency on 9x10; on Connect Four, AZAL improves oracle-match rate and delays the first oracle mistake, but does not reach perfect play.

Keywords

Cite

@article{arxiv.2607.08984,
  title  = {AlphaZero in Sparsely Rewarded Games: Limits and Auxiliary Supervision},
  author = {Brent Kong and Tejas Ram and Tony Yue Yu},
  journal= {arXiv preprint arXiv:2607.08984},
  year   = {2026}
}