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VolleyBots: A Testbed for Multi-Drone Volleyball Game Combining Motion Control and Strategic Play
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Introduces VolleyBots, a GPU-parallel Isaac Sim-based multi-drone volleyball testbed with single-, cooperative- and competitive-task curricula, benchmarks RL/MARL/game-theoretic baselines, a simple hierarchical policy (69.5% win rate vs SP in 3v3), and zero-shot sim-to-real Solo Bump.
Problem
Existing robot sports testbeds lack a combination of agile 3D drone control, turn-based interaction, and mixed cooperative-competitive play, so policies cannot be benchmarked on joint motion control and strategic play.
Approach
A drone volleyball environment built on OmniDrones/Isaac Sim with a task curriculum from single-drone drills to 1v1, 3v3 and 6v6 matches, plus a hierarchical policy that uses PPO-trained low-level drills selected by a rule-based high-level strategy triggered at each hit.
Key results
- PPO outperforms DQN, DDPG, TD3 and SAC in all single-agent tasks under both CTBR and PRT (e.g., Solo Bump PRT 10.83 vs TD3 5.29).
- MAPPO/HAPPO/MAT complete cooperative tasks while QMIX and MADDPG fail; reward shaping improves Set and Spike (Easy) from 0.25 to 0.99 for MAPPO.
- The hierarchical policy achieves a 69.5% win rate against the SP baseline in 3 vs 3 over 1,000 episodes.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use PPO instead of off-policy RL methods | Single-agent tasks · Back and Forth, Hit the Ball, and Solo Bump | task performance | Helped |
| Use PRT instead of CTBR (ablation) | Single-agent tasks · Back and Forth, Hit the Ball, and Solo Bump | task performance | Helped |
| Add reward shaping (ablation) | Cooperative MARL methods · Bump and Pass | bumps: 11.32 \pm 0.91 -> 13.71 \pm 0.58 | Helped |
| Add reward shaping (ablation) | Cooperative MARL methods · Set and Spike (Easy) | success rate: 0.25 \pm 0.00 -> 0.99 \pm 0.00 | Helped |
| Add reward shaping (ablation) | Cooperative MARL methods · Set and Spike (Hard) | success rate: 0.25 \pm 0.00 -> 0.80 \pm 0.11 | Helped |
| Use on-policy MARL methods instead of off-policy methods | Cooperative tasks · Bump and Pass, Set and Spike (Easy), and Set and Spike (Hard) | task completion | Helped |
| Use a hierarchical policy with PPO low-level drills and rule-based high-level decisions | 3 vs 3 · 3 vs 3 | win rate against SP: 69.5\% | Helped |
| Scale the competitive task from 3 vs 3 to 6 vs 6 | Competitive algorithms · 6 vs 6 | effective strategy convergence | Hurt |
Surprising findings
- In the 6 vs 6 competitive task none of the game-theoretic methods converge to an effective strategy, indicating limited scalability.
- DQN fails entirely on continuous-control drone tasks, scoring zero in several single-agent tasks.
Limitations
- Sim-to-real validated only on the Solo Bump task.
- Relies on fully state-based observations without visual input.
- Traditional drone control baselines were not included.
Experimental setup
Benchmarks: VolleyBots single-agent tasks VolleyBots multi-agent cooperative tasks VolleyBots 1 vs 1 and 3 vs 3 competitive tasks
Metrics: number of round trips hitting distance number of bumps success rate exploitability win rate Elo rating
Baselines: DQN DDPG TD3 SAC QMIX MADDPG HAPPO MAT SP FSP PSRO_Uniform PSRO_Nash
Builds on: OmniDrones Isaac Sim PPO MAPPO PSRO
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