Research map / Multi-agent systems and games / Games and equilibria
Learning Strategy Representation for Imitation Learning in Multi-Agent Games
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Proposes STRIL, a plug-in framework that learns per-trajectory strategy representations with a P-VRNN (no player IDs), derives Randomness Indicator and Exploited Level scores, and filters offline multi-agent game data to improve BC, IQ-Learn and ILEED.
Problem
Offline imitation learning in multi-agent zero-sum games uses datasets mixing demonstrators of diverse skill and strategy, and standard IL treats all trajectories as homogeneous, so it learns sub-optimal behaviors; existing strategy-representation methods need player IDs or strong assumptions.
Approach
Learn a constant, trainable strategy representation per trajectory inside a partially-trainable conditional VRNN, then use the entropy of its action predictions (RI) and a neighborhood-based reward estimate (EL) as indicators to filter out sub-optimal trajectories before IL.
Key results
- On Two-player Pong, EL filtering raised BC worst score from -0.832 to -0.343 and the oracle "Best" filter reached -0.044 for BC.
- On Limit Texas Hold'em, RI filtering raised IQ-Learn worst score from -3.652 to 0.667 and BC from -1.255 to 0.532 (RI) and 0.662 (EL).
- On Connect Four, EL filtering raised BC worst score from -0.353 to 0.471; RI and EL did not improve ILEED on Connect Four.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Filter the training data with RI | BC · Two-player Pong | WS: -0.832\pm0.011 -> -0.613\pm0.052 | Helped |
| Filter the training data with EL | BC · Two-player Pong | WS: -0.832\pm0.011 -> -0.343\pm0.036 | Helped |
| Filter the training data with RI | IQ-Learn · Two-player Pong | WS: -0.804\pm0.044 -> -0.601\pm0.008 | Helped |
| Filter the training data with EL | IQ-Learn · Two-player Pong | WS: -0.804\pm0.044 -> -0.254\pm0.063 | Helped |
| Filter the training data with RI | ILEED · Two-player Pong | WS: -0.711\pm0.070 -> -0.607\pm0.058 | Helped |
| Filter the training data with EL | ILEED · Two-player Pong | WS: -0.711\pm0.070 -> -0.458\pm0.118 | Helped |
| Filter the training data with RI | BC · Limit Texas Hold'em | WS: -1.255\pm0.123 -> 0.532\pm0.052 | Helped |
| Filter the training data with EL | BC · Limit Texas Hold'em | WS: -1.255\pm0.123 -> 0.662\pm0.011 | Helped |
| Filter the training data with RI | IQ-Learn · Limit Texas Hold'em | WS: -3.652\pm0.428 -> 0.667\pm0.097 | Helped |
| Filter the training data with RI | ILEED · Connect Four | WS: 0.250\pm0.034 -> 0.267\pm0.081 | No clear effect |
| Filter the training data with EL | ILEED · Connect Four | WS: 0.250\pm0.034 -> 0.203\pm0.060 | Hurt |
Surprising findings
- On Connect Four, RI and EL filtering did not improve ILEED, which the authors attribute to the dataset already matching ILEED's assumptions.
- Filtering by randomness can be harmful when demonstrators use deterministic but poor strategies (noted as a limitation).
Limitations
- RI estimation fails when demonstrators use deterministic but poor strategies.
- EL estimation fails when reward-labeled trajectories are biased or cover a small region of the representation space.
Experimental setup
Datasets: Two-player Pong self-play dataset Limit Texas Hold'em dataset Connect Four self-play dataset
Benchmarks: Two-player Pong Limit Texas Hold'em Connect Four
Metrics: Worst Score over demonstrator set
Baselines: BC IQ-Learn ILEED Best (oracle dominant-demonstrator filtering)
Builds on: VRNN ILEED IQ-Learn Play-LMP
Closest papers by meaning
- Mimicking To Dominate: Imitation Learning Strategies for Success in Multiagent Games (NeurIPS 2024 · similarity 0.90)
- Efficient Active Imitation Learning with Random Network Distillation (ICLR 2025 · similarity 0.86)
- MisoDICE: Multi-Agent Imitation from Mixed-Quality Demonstrations (NeurIPS 2025 · similarity 0.86)
- Towards Building Human-like Smart Agents in Modern 3D Video Games (Student Abstract) (AAAI 2025 · similarity 0.86)
- Interactive and Hybrid Imitation Learning: Provably Beating Behavior Cloning (NeurIPS 2025 · similarity 0.85)
- Learning Equilibria from Data: Provably Efficient Multi-Agent Imitation Learning (NeurIPS 2025 · similarity 0.85)
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