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Feint Behaviors and Strategies: Formalization, Implementation and Evaluation

NeurIPS 2024 · Multi-agent systems and games › Games and equilibria · approach: Opponent modeling in competitive games

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Formalizes feint behaviors at action and strategy level (palindrome-directed templates, dual-behavior model, temporal/spatial/collective rewards) and implements them in MARL training for boxing games.

Problem

Existing literature lacks a comprehensive, concrete formalization of feint behaviors and their strategic implications in multi-player competitive games.

Approach

Generates feint behaviors from palindrome-like (semi-symmetric) subsequences of attack behaviors, composes them with follow-up high-reward actions via a Dual-Behavior Model, and defines temporal (short-long-term), spatial (occupancy-measure divergence) and collective reward terms that are added to MARL training as a separate feint policy.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Add Feint behaviors to one playerMADDPG, MASAC, MATD3, and MAD3PG · Boxing game, 1 vs 1 and 3 vs 3per-episode game rewardHelped
Add Feint actionsAlphaStar policies · AlphaStarexploitability: around $9.7 \times 10^{-2}$ -> around $4.9 \times 10^{-2}$; 1.98XHelped
Add Feint actionsAlphaStar policies · AlphaStarnegative PE: around $1.2 \times 10^{-2}$ -> around $5.3 \times 10^{-2}$Helped
Add Feint to MARL trainingFeint implementation · Boxing gameper-game-episode time consumption: less than 5\%Hurt
Add Feint actionsAlphaStar policies · AlphaStarvariation in exploitability and negative PEHurt

Surprising findings

Limitations

Experimental setup

Datasets: Mixamo boxing behaviors (22 behaviors, over 250 actions)

Benchmarks: custom 1v1 boxing game custom 3v3 (six-player) boxing game AlphaStar (diversity analysis)

Metrics: per-episode game reward Exploitability Population Efficacy running time overhead

Baselines: MADDPG MASAC MATD3 MAD3PG

Builds on: MADDPG MASAC MATD3 MAD3PG Multi-Agent Particle Environment

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