Research direction 01

Multi-agent reinforcement learning

How should an agent learn to act when the outcome depends on other agents that are learning too, and when nobody sees the whole picture? We develop algorithms that combine deep reinforcement learning, look-ahead search and game-theoretic guarantees to answer this at scale.

Why it is hard

In single-agent RL the environment is fixed; with several learners, each agent's environment keeps changing as the others adapt. With imperfect information, where agents hold private knowledge as in poker, negotiation, security or most real interactions, it gets harder again. The value of an action depends on what the others believe, and the best strategy is often randomised. Techniques that work well in perfect-information games like chess or Go do not transfer directly: a subgame cannot be solved in isolation, because the right play there depends on how you would have acted elsewhere.

Computational game theory tells us what a good solution is (e.g. a Nash equilibrium, or a best response to a model of the opponent). Our work is about computing and learning such solutions in games far too large to enumerate.

One thread has run through my work since my Ph.D. on Monte Carlo tree search in imperfect-information games: how to combine online reasoning at decision time with knowledge learned offline.

  • DeepStack (Science, 2017) introduced continual re-solving. The agent re-computes its strategy at every decision using a depth-limited look-ahead and a neural value function learned from self-generated data. It was the first program to beat professional players at heads-up no-limit Texas hold'em.
  • Online Monte Carlo CFR (AAMAS 2015) and Monte Carlo Continual Resolving (AAMAS 2019) brought sampling-based online search with guarantees to general imperfect-information games.
  • Value functions for depth-limited solving (Artificial Intelligence, 2023) showed how to take DeepStack-style search beyond poker.
  • Look-ahead search on top of policy networks (IJCAI 2024) and look-ahead reasoning with a learned model (ICLR 2026). The latter learns an abstracted model of the game directly from interaction and plans in it at test time, so it does not need the exact rules.
  • Equilibrium refinements for subgame solving (IJCAI 2026, with Tuomas Sandholm) and test-time reinforcement learning in imperfect-information games (2026), which study how to best use test-time compute in strategic settings.

Model-based MARL

Model-based RL has transformed sample efficiency in single-agent domains. NashDreamer (2026) brings world-model-based reinforcement learning to zero-sum imperfect-information games. The agent learns a latent model of the game and trains its policy on imagined trajectories while aiming for equilibrium play.

Self-play at scale

Algorithms have to prove themselves on real problems. DeepStack showed this for poker, beating professional players in heads-up no-limit Texas hold'em (Science, 2017). More recently we built a superhuman agent for Generals.io, a fast real-time strategy game with fog of war, using self-play reinforcement learning (2026, with Martin Schmid). Projects like this test whether ideas that work on benchmarks survive in large, noisy, real-time environments.

Adapting to opponents

An equilibrium is safe but conservative. Against real opponents, whether people, bounded-rational attackers or other AI systems, we want to exploit their weaknesses without becoming exploitable. Our work includes:

  • computing strategies against quantal-response (boundedly rational) opponents (AAAI 2021, IJCAI 2020);
  • depth-limited counter-strategies that adapt beyond the depth limit in large games (AAMAS 2024, AAMAS 2025);
  • portfolios of counter-strategies optimised directly for a population of opponents (2025);
  • generating games that best differentiate between opponent models (2023).

Foundations

Game theory and multi-agent RL grew up with different formalisms, which hides common structure and makes results hard to transfer. Rethinking formal models of partially observable multiagent decision making (Artificial Intelligence, 2021; IJCAI 2023 journal track) proposes factored-observation stochastic games as a common language. A follow-up study, Revisiting game representations, examines the hidden costs of the efficient representations algorithms rely on.

What's next

We want general-purpose strategic agents: agents that learn a model of an unfamiliar multi-agent environment, reason about hidden information and the other agents' intentions, and use extra computation at decision time well. This connects directly to LLM agents, which increasingly act in environments shared with other agents and adversaries.

Funding: Czech Science Foundation projects Algorithms for Playing Massive Imperfect-Information Games (GA ČR 22-26655S, 2022–2024) and Online Solution Methods for Imperfect-Information Games (GA ČR 18-27483Y, 2018–2021).

Interested in a Ph.D. or postdoc on these topics? See open positions.

Papers

Key papers: Multi-agent RL & game theory

  • 2026
    Equilibrium Refinements Improve Subgame Solving in Imperfect-Information Games
    Ondřej Kubíček, Viliam Lisý, Tuomas Sandholm
    IJCAI 2026
  • 2026
    NashDreamer: Model-Based Reinforcement Learning for Zero-Sum Imperfect-Information Games
    Tomáš Holeček, Viliam Lisý
    arXiv preprint
  • 2026
    Superhuman AI for Generals.io Using Self-Play Reinforcement Learning
    Matěj Straka, Viliam Lisý, Martin Schmid
    arXiv preprint
  • 2026
    Test-time Reinforcement Learning in Imperfect Information Games
    Ondřej Kubíček, Viliam Lisý, Tuomas Sandholm
    arXiv preprint
  • 2025
    Adapting Beyond the Depth Limit: Counter Strategies in Large Imperfect Information Games
    David Milec, Vojtěch Kovařík, Viliam Lisý
    AAMAS 2025
  • 2024
    Look-ahead Search on Top of Policy Networks in Imperfect Information Games
    Ondřej Kubíček, Neil Burch, Viliam Lisý
    IJCAI 2024
  • 2023
    Value functions for depth-limited solving in zero-sum imperfect-information games
    Takes DeepStack-style depth-limited search beyond poker to general imperfect-information games.
    Vojtěch Kovařík, Dominik Seitz, Viliam Lisý, Jan Rudolf, Shuo Sun, Karel Ha
    Artificial Intelligence
  • 2021
    Rethinking formal models of partially observable multiagent decision making
    Factored-observation stochastic games: a common formalism connecting game theory and multi-agent RL. Also presented in the IJCAI 2023 journal track.
    Vojtěch Kovařík, Martin Schmid, Neil Burch, Michael Bowling, Viliam Lisý
    Artificial Intelligence
  • 2019
    Monte Carlo Continual Resolving for Online Strategy Computation in Imperfect Information Games
    Michal Šustr, Vojtěch Kovařík, Viliam Lisý
    AAMAS 2019
  • 2017
    DeepStack: Expert-level artificial intelligence in heads-up no-limit poker
    The first program to defeat professional players in heads-up no-limit Texas hold'em. It introduced continual re-solving with learned value functions, now a standard paradigm for imperfect-information games.
    Matej Moravčík, Martin Schmid, Neil Burch, Viliam Lisý, Dustin Morrill, Nolan Bard, Trevor L. Davis, et al.
    Science
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Student theses

Ph.D. theses

Ph.D. theses I advised or co-advised at CTU.

All supervised theses →