Research map / Multi-agent systems and games / Cooperative multi-agent RL
FightLadder: A Benchmark for Competitive Multi-Agent Reinforcement Learning
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Introduces FightLadder, an open-source real-time fighting-game platform with pixel observations for competitive MARL, benchmarks PPO-based baselines (IPPO, 2Timescale, FSP, PSRO, League) on Street Fighter, and evaluates them by Elo and exploitability.
Problem
Competitive multi-agent RL lacks a lightweight, open-source benchmark with visual inputs and challenging fighting-game dynamics, along with unified evaluation criteria (Elo, exploitability) for comparing competitive MARL algorithms.
Approach
Wraps classic fighting-game emulators into a Gym-compatible two-player zero-sum environment with pixel observations, a transformed categorical action space, shaped dense rewards, and a unified suite of baselines (IPPO, two-timescale, FSP, PSRO, league training) with Elo and PPO-exploiter evaluation.
Key results
- PPO with curriculum learning defeats all 12 built-in characters with win rate near 1 and completes the full Street Fighter game with over 0.6 win rate.
- League training reaches the highest Elo (1682 left / 1503 right), outperforming IPPO (1082/1164), 2Timescale, FSP, and PSRO (1262/1517), while CPU reference Elo is 1395/1541.
- Exploitability of all two-player baselines remains high (0.88 to 1.00 win rate for a PPO exploiter), indicating none approach Nash equilibrium.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use population-based League training instead of independent learning | PPO in FightLadder · sf_ryu_vs_ryu | Elo: 1082 -> 1682 (Left); 1164 -> 1503 (Right) | Helped |
| Use population-based PSRO instead of independent learning | PPO in FightLadder · sf_ryu_vs_ryu | Elo: 1082 -> 1262 (Left); 1164 -> 1517 (Right) | Helped |
| Train with two-player MARL rather than single-player PPO pretraining | PPO policies in FightLadder · sf_ryu_vs_ryu | exploitability: 0.99 $\pm$ 0.02 -> 0.96 $\pm$ 0.03 (IPPO, Left); 0.99 $\pm$ 0.01 -> 0.91 $\pm$ 0.03 (IPPO, Right) | Helped |
| Add hard-coded special move lists (ablation) | PPO with curriculum learning · sf_ryu_full_game | win rate | No clear effect |
| Use PPO with curriculum learning to train across CPU opponents | PPO · sf_ryu_full_game | win rate: over 0.6 | Helped |
Surprising findings
- Single-player PPO pretrained policies are more exploitable than almost all two-player baseline policies, yet every baseline is still beaten by a PPO exploiter.
- Human players could exploit learned agents with a simple defend-then-low-kick strategy.
Limitations
- Results are mostly on Street Fighter only; other supported games are not benchmarked.
- Scope limited to fully competitive two-player zero-sum settings; multi-player and mixed cooperation-competition not covered.
- Baseline agents remain exploitable by PPO exploiters and human players, so no near-Nash policy is found.
Experimental setup
Datasets: Street Fighter II emulator environment (sf_ryu_vs_ryu, sf_ryu_full_game)
Benchmarks: FightLadder sf_ryu_full_game FightLadder sf_ryu_vs_ryu
Metrics: win rate Elo rating exploitability (win rate of PPO exploiter)
Baselines: IPPO 2Timescale FSP PSRO League training single-agent PPO
Builds on: PPO AlphaStar league training policy space response oracle fictitious self-play Stable-Baselines3
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