AI Engineering from Scratch RL for Games — AlphaZero, MuZero, and the LLM-Reasoning Era
AI Engineering from Scratch
0% Completed

RL for Games — AlphaZero, MuZero, and the LLM-Reasoning Era

> 1992: TD-Gammon beat human champions at backgammon with pure TD. 2016: AlphaGo beat Lee Sedol. 2017: AlphaZero dominated chess, shogi, and Go from scratch. 2025: DeepSeek-R1 proved the same recipe, with GRPO replacing PPO, works on reasoning. Games are the benchmark that drives every breakthrough in this phase.

Type: Build
Languages: Python
Prerequisites: Phase 9 · 05 (DQN), Phase 9 · 08 (PPO), Phase 9 · 09 (RLHF), Phase 9 · 10 (MARL)
Time: ~120 minutes

The Problem

Games have everything RL wants. Clean reward (win/loss). Infinite episodes (self-play resets). Perfect simulation (the game is the simulator). Discrete or small continuous action spaces. Multi-agent structure that forces adversarial robustness.

And games are how every major RL breakthrough was tested. TD-Gammon (backgammon, 1992). Atari-DQN (2013). AlphaGo (2016). AlphaZero (2017). OpenAI Five (Dota 2, 2019). AlphaStar (StarCraft II, 2019). MuZero (learned model, 2019). AlphaTensor (matrix multiplication, 2022). AlphaDev (sorting algorithms, 2023). DeepSeek-R1 (math reasoning, 2025) — the latest demonstration that game-RL techniques work on text.

This capstone surveys the three landmark architectures — AlphaZero, MuZero, and GRPO — through a single unifying lens: self-play + search + policy improvement. Each generalizes the previous; GRPO in particular is AlphaZero’s recipe applied to LLM reasoning, with tokens as actions and mathematical verification as the win signal.

The Concept

!AlphaZero ↔ MuZero ↔ GRPO: same loop, different environments

The unifying loop.

while True:
    trajectory = self_play(current_policy, search)     # play game against self
    policy_target = search.improved_policy(trajectory) # search improves raw policy
    policy_net.update(policy_target, value_target)     # supervised on search output

AlphaZero (2017). Silver et al. Given a game (chess, shogi, Go) with known rules:

  • Policy-value network: one tower $f_theta(s) to (p, v)$. $p$ is a prior over legal moves. $v$ is the expected game outcome.
  • Monte Carlo Tree Search (MCTS): at each move, expand a tree of possible continuations. Use $(p, v)$ as the prior + bootstrap. Select nodes by UCB (PUCT): $a^{ast} = argmax_a Q(s, a) + c cdot p(a mid s) cdot sqrt{N(s)} / (1 + N(s, a))$.
  • Self-play: play games agent-vs-agent. At move $t$, the MCTS visit distribution $pi_t$ becomes the policy training target.
  • Loss: $L = (v – z)^2 – pi cdot log p + c cdot lVert theta rVert^2$. $z$ is the game outcome (+1 / 0 / -1).
  • Zero human knowledge. Zero handcrafted heuristics. A single recipe that mastered chess, shogi, and Go after a few tens of millions of self-play games each.

    MuZero (2019). Schrittwieser et al. Removes the requirement that the rules are known.

  • Instead of a fixed environment, learn a latent dynamics model $(h, g, f)$:
  • – $h(s)$: encode observation to latent state.
    – $g(s_{text{latent}}, a)$: predict next latent state + reward.
    – $f(s_{text{latent}})$: predict policy prior + value.

  • MCTS runs in the learned latent space. Same search, same training loop.
  • Works on Go, chess, shogi and Atari — one algorithm, no rule knowledge.
  • Stochastic MuZero (2022). Adds stochastic dynamics and chance nodes; extends to backgammon-class games.

    Muesli, Gumbel MuZero (2022-2024). Improvements on sample efficiency and deterministic search.

    GRPO (2024-2025). DeepSeek-R1 recipe. Same AlphaZero-shaped loop, applied to language-model reasoning:

  • “Game”: answer a math / coding / reasoning problem. “Win” = verifier (test case passes, numerical answer matches) returns 1.
  • Policy: the LLM. Actions: tokens. State: prompt + response-so-far.
  • No critic (PPO-style $V_phi$). Instead, for each prompt, sample $G$ completions from the policy. Compute reward for each. Use the group-relative advantage $A_i = (r_i – text{mean}_r) / text{std}_r$ as the signal for REINFORCE-style update.
  • KL penalty to reference policy to prevent drift (like RLHF).
  • Full loss:
  • $L_{text{GRPO}}(theta) = -mathbb E_{q, lbrace o_i rbrace} left[ frac{1}{G} sum_i A_i cdot log pi_theta(o_i mid q) right] + beta cdot mathrm{KL}(pi_theta Vert pi_{text{ref}})$

    No learned reward model, no critic, no MCTS. A rule-based verifier supplies the reward, the group-relative baseline replaces the critic, and the search step is dropped. Matches or exceeds PPO-RLHF quality on reasoning benchmarks at a fraction of the compute.

    The R1 recipe in full. DeepSeek-R1 (DeepSeek 2025) is two models in one paper:

  • R1-Zero. Start from the DeepSeek-V3 base model. No SFT. Apply GRPO directly with two reward components: accuracy reward (rule-based — did the final answer parse to the correct number / did the code pass unit tests) and format reward (did the completion wrap its chain-of-thought in … tags). Over thousands of steps, average response length grows from ~100 to ~10,000 tokens and math benchmark scores climb to near-o1-preview levels. The model learns to reason from scratch. The downside: its chains of thought are often unreadable, mix languages, and lack stylistic polish.
  • R1. Fix R1-Zero’s readability problems with a four-stage pipeline:
  • 1. Cold-start SFT. Collect a few thousand long-CoT demonstrations with clean formatting. Supervised-finetune the base model on them. This gives a readable starting point.
    2. Reasoning-oriented GRPO. Apply GRPO with the accuracy+format rewards plus a language-consistency reward to prevent code-switching.
    3. Rejection sampling + SFT round 2. Sample ~600K reasoning trajectories from the RL checkpoint, keep only those with correct final answers and readable CoT, and combine with ~200K non-reasoning SFT examples (writing, QA, self-cognition). Fine-tune the base again.
    4. Full-spectrum GRPO. One more RL round covering both reasoning (rule-based rewards) and general alignment (helpfulness/harmlessness preference-based rewards).

    The result matches o1 on AIME and MATH-500 at open weights, and is small enough to distill. The same paper also releases six distilled dense models (Qwen-1.5B through Llama-70B) by SFT’ing on R1’s reasoning traces — no RL at the student. Distillation of a strong RL teacher consistently beats RL from scratch at the student’s scale.

    Why GRPO instead of PPO for reasoning. Three reasons in the DeepSeekMath paper (Feb 2024): (1) no value network to train, halving memory; (2) the group baseline naturally handles the sparse end-of-trajectory reward that reasoning tasks produce; (3) per-prompt normalization makes advantages comparable across problems of wildly different difficulty, which PPO’s single critic cannot.

    Search-free vs search-based. Games have branched:

  • Perfect-information games with long horizons (Go, chess): still search-based. AlphaZero / MuZero dominate.
  • LLM reasoning: no MCTS yet in production; GRPO on full rollouts, best-of-N for inference compute. Process reward models (PRMs) hint at step-level search being added back.
  • f3-selfplay-ladder

    Build It

    The code in code/main.py implements GRPO in miniature: a bandit with multiple groups of samples. The algorithm is the same as on an LLM; only the policy and environment are simpler. It teaches the loss and the group-relative advantage, which is the 2024 innovation from DeepSeekMath.

    Step 1: a tiny verifier environment

    QUESTIONS = [
        {"prompt": "q1", "correct": 3},
        {"prompt": "q2", "correct": 1},
    ]

    def verify(prompt_idx, answer_token): return 1.0 if answer_token == QUESTIONS[prompt_idx]["correct"] else 0.0

    In real GRPO the verifier runs unit tests or checks math equality.

    Step 2: policy: softmax over K answer tokens per prompt

    def policy_probs(theta, p_idx):
        return softmax(theta[p_idx])

    Equivalent to the final-layer output of an LLM conditioned on a prompt.

    Step 3: group sampling and group-relative advantage

    def grpo_step(theta, p_idx, G=8, beta=0.01, lr=0.1, rng=None):
        probs = policy_probs(theta, p_idx)
        samples = [sample(probs, rng) for _ in range(G)]
        rewards = [verify(p_idx, s) for s in samples]
        mean_r = sum(rewards) / G
        std_r = stddev(rewards) + 1e-8
        advs = [(r - mean_r) / std_r for r in rewards]

    for a, A in zip(samples, advs): grad = onehot(a) - probs for i in range(len(probs)): theta[p_idx][i] += lr A grad[i] # KL penalty: pull theta toward reference for i in range(len(probs)): theta[p_idx][i] -= beta * (theta[p_idx][i] - reference[p_idx][i])

    The group-relative advantage is the 2024 DeepSeek trick. No critic needed. The “baseline” is the group mean, and normalization uses group std.

    Step 4: compare to REINFORCE baseline (value-free)

    Same setup, same compute, plain REINFORCE. GRPO converges faster and more stably.

    Step 5: observe entropy and KL

    Same diagnostics as RLHF: mean KL to reference, policy entropy, reward-over-time. Once these stabilize, training is done.

    Pitfalls

  • Reward hacking via verifier gaming. GRPO inherits RLHF’s risk: if the verifier is wrong or exploitable, the LLM will find the exploit. Robust verifiers (multiple test cases, formal proofs) matter.
  • Group size too small. Variance of the group-mean baseline goes like $1/G$ (its standard error like $1/sqrt{G}$). Below $G = 4$, the advantage signal is noisy; standard choice is $G = 8$ to 64.
  • Length bias. LLM completions of different lengths have different log-probabilities. Normalize by token count, or use sequence-level log-prob, or truncate to max length.
  • Pure self-play cycles. AlphaZero-style training can get stuck in dominance loops on general-sum games. Mitigated by diverse opponent pools (league play, Lesson 10).
  • Search-policy mismatch. AlphaZero trains the policy to mimic search output. If the policy net is too small to represent the search’s distribution, training stalls.
  • Compute floor. MuZero / AlphaZero need massive compute. A single ablation is often hundreds of GPU-hours. Miniature demos exist (e.g., AlphaZero on Connect Four) for learning.
  • Verifier coverage. Unit tests that pass for a buggy solution reinforce the bug. Design verifiers that catch edge cases.
  • Use It

    The 2026 game-RL landscape, by domain:

    | Domain | Dominant method |
    |——–|—————–|
    | Two-player zero-sum board games (Go, chess, shogi) | AlphaZero / MuZero / KataGo |
    | Imperfect info card games (poker) | CFR + deep learning (DeepStack, Libratus, Pluribus) |
    | Atari / pixel games | Muesli / MuZero / IMPALA-PPO |
    | Large multiplayer strategy (Dota, StarCraft) | PPO + self-play + league (OpenAI Five, AlphaStar) |
    | LLM math/code reasoning | GRPO (DeepSeek-R1, Qwen-RL, open replications) |
    | LLM alignment | DPO / RLHF-PPO (not GRPO; verifier is preference not verifiable) |
    | Robotics | PPO + DR (not game-RL, but uses same policy-gradient tools) |
    | Combinatorial problems | AlphaZero variants (AlphaTensor, AlphaDev) |

    The recipe — self-play, search-augmented improvement, policy distillation — spans text, pixels, and physical control. GRPO is the youngest instance; more are coming.

    Ship It

    Save as outputs/skill-game-rl-designer.md:

    ---
    name: game-rl-designer
    description: Design a game-RL or reasoning-RL training pipeline (AlphaZero / MuZero / GRPO) for a given domain.
    version: 1.0.0
    phase: 9
    lesson: 12
    tags: [rl, alphazero, muzero, grpo, self-play]
    ---

    Given a target (perfect-info game / imperfect-info / Atari / LLM reasoning / combinatorial), output:

    1. Environment fit. Known rules? Markov? Stochastic? Multi-agent? Informs AlphaZero vs MuZero vs GRPO. 2. Search strategy. MCTS (PUCT with learned prior), Gumbel-sampled, best-of-N, or none. 3. Self-play plan. Symmetric self-play / league / offline data / verifier-generated. 4. Target signal. Game outcome / verifier reward / preference / learned model. Include robustness plan. 5. Diagnostics. Win rate vs baseline, ELO curve, verifier pass rate, KL to reference.

    Refuse AlphaZero on imperfect-info games (route to CFR). Refuse GRPO without a trusted verifier. Refuse any game-RL pipeline without a fixed baseline opponent set (self-play ELO is uncalibrated otherwise).

    Exercises

    1. Easy. Implement the GRPO bandit in code/main.py. Train on 2 prompts × 4 answer tokens each. Converge in < 1,000 updates with $G=8$. 2. Medium. Plug in PPO (clipped) and vanilla REINFORCE. Compare sample efficiency and reward variance to GRPO on the same bandit.
    3. Hard. Extend to a length-2 “reasoning chain”: the agent emits two tokens and the verifier rewards the pair. Measure how GRPO handles the credit assignment across two-step sequences. (Hint: compute group advantage per full sequence, propagate to both token positions.)

    Key Terms

    | Term | What people say | What it actually means |
    |——|—————–|———————–|
    | MCTS | “Tree search with learned net” | Monte Carlo Tree Search; UCB1/PUCT selection with learned $(p, v)$ priors. |
    | AlphaZero | “Self-play + MCTS” | Policy-value net trained to match MCTS visits and game outcome. |
    | MuZero | “Learned-model AlphaZero” | Same loop but in latent space via learned dynamics. |
    | GRPO | “Critic-free PPO” | Group Relative Policy Optimization; REINFORCE with group-mean baseline + KL. |
    | PUCT | “AlphaZero’s UCB” | $Q + c cdot p cdot sqrt{N} / (1 + N_a)$ — balances value estimate with prior. |
    | Self-play | “Agent vs past self” | Standard for zero-sum; symmetric training signal. |
    | League play | “Population-based self-play” | Past + current + exploiters sampled as opponents. |
    | Verifier reward | “Verifiable RL” | Reward comes from a deterministic checker (tests pass, answer matches). |
    | Process reward | “PRM” | Scores each reasoning step, not just the final answer. |

    Further Reading

  • Silver et al. (2017). Mastering the game of Go without human knowledge (AlphaGo Zero).
  • Silver et al. (2018). A general reinforcement learning algorithm that masters chess, shogi, and Go through self-play (AlphaZero).
  • Schrittwieser et al. (2020). Mastering Atari, Go, chess and shogi by planning with a learned model (MuZero).
  • Vinyals et al. (2019). Grandmaster level in StarCraft II (AlphaStar).
  • DeepSeek-AI (2024). DeepSeekMath: Pushing the Limits of Mathematical Reasoning in Open Language Models (GRPO) — the paper that introduced GRPO and the group-relative baseline.
  • DeepSeek-AI (2025). DeepSeek-R1: Incentivizing Reasoning Capability in LLMs via Reinforcement Learning — the full four-stage R1 recipe plus the R1-Zero ablation.
  • Brown et al. (2019). Superhuman AI for multiplayer poker (Pluribus) — CFR + deep-learning at scale.
  • Tesauro (1995). Temporal Difference Learning and TD-Gammon — the paper that started it all.
  • Hugging Face TRL — GRPOTrainer — the production reference for applying GRPO with custom reward functions.
  • Qwen Team (2024). Qwen2.5-Math — GRPO replication — open replication of the R1 recipe at multiple scales.
  • Sutton & Barto (2018). Ch. 17 — Frontiers of Reinforcement Learning — the textbook framing for self-play, search, and “designed reward” that R1 instantiates at LLM scale.

Course content adapted from AI Engineering from Scratch by Rohit Ghumare (MIT License)