Beating the World's Best at Super Smash Bros. with Deep Reinforcement Learning
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Abstract (arXiv)
There has been a recent explosion in the capabilities of game-playing artificial intelligence. Many classes of RL tasks, from Atari games to motor control to board games, are now solvable by fairly generic algorithms, based on deep learning, that learn to play from experience with minimal knowledge of the specific domain of interest. In this work, we will investigate the performance of these methods on Super Smash Bros. Melee (SSBM), a popular console fighting game. The SSBM environment has complex dynamics and partial observability, making it challenging for human and machine alike. The multi-player aspect poses an additional challenge, as the vast majority of recent advances in RL have focused on single-agent environments. Nonetheless, we will show that it is possible to train agents that are competitive against and even surpass human professionals, a new result for the multi-player video game setting.
Key facts. Cited by 3 papers in the map (data through 14 Oct 2026). First posted on arXiv 21 Feb 2017.
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Citing papers per year: 2021: 1; 2022: 0; 2023: 0; 2024: 0; 2025: 1; 2026: 1.
3 papers.
- 2025PuzzleJAX: A Benchmark for Reasoning and Learningcited by 4
- 2021Advances in Electron Microscopy with Deep Learningcited by 0
- 2026Faynt: Scaling and Optimizing Policies for Competitive Meleecited by 0
- 2026Faynt: Scaling and Optimizing Policies for Competitive Melee1 Oct 2026
- 2025PuzzleJAX: A Benchmark for Reasoning and Learning22 Aug 2025
- 2021Advances in Electron Microscopy with Deep Learning4 Jan 2021