# Towards Playing Full MOBA Games with Deep Reinforcement Learning

arXiv: https://arxiv.org/abs/2011.12692 · HTML: https://mlsanity.com/paper/2011.12692/

## Key facts

- Cited by 78 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 25 Nov 2020.

## Built on by (most cited first, 30 of 78)

- [Cal-QL: Calibrated Offline RL Pre-Training for Efficient Online Fine-Tuning](https://mlsanity.com/paper/2303.05479/) (2023)
- [Scalable Evaluation of Multi-Agent Reinforcement Learning with Melting Pot](https://mlsanity.com/paper/2107.06857/) (2021)
- [DouZero: Mastering DouDizhu with Self-Play Deep Reinforcement Learning](https://mlsanity.com/paper/2106.06135/) (2021)
- [Unpacking Reward Shaping: Understanding the Benefits of Reward Engineering on Sample Complexity](https://mlsanity.com/paper/2210.09579/) (2022)
- [A Survey on Transformers in Reinforcement Learning](https://mlsanity.com/paper/2301.03044/) (2023)
- [Enhance Reasoning for Large Language Models in the Game Werewolf](https://mlsanity.com/paper/2402.02330/) (2024)
- [Melting Pot 2.0](https://mlsanity.com/paper/2211.13746/) (2022)
- [Modelling Behavioural Diversity for Learning in Open-Ended Games](https://mlsanity.com/paper/2103.07927/) (2021)
- [Deciphering Digital Detectives: Understanding LLM Behaviors and Capabilities in Multi-Agent Mystery Games](https://mlsanity.com/paper/2312.00746/) (2023)
- [Honor of Kings Arena: an Environment for Generalization in Competitive Reinforcement Learning](https://mlsanity.com/paper/2209.08483/) (2022)
- [A Survey on Self-play Methods in Reinforcement Learning](https://mlsanity.com/paper/2408.01072/) (2024)
- [Diverse Auto-Curriculum is Critical for Successful Real-World Multiagent Learning Systems](https://mlsanity.com/paper/2102.07659/) (2021)
- [TiZero: Mastering Multi-Agent Football with Curriculum Learning and Self-Play](https://mlsanity.com/paper/2302.07515/) (2023)
- [Pretraining in Deep Reinforcement Learning: A Survey](https://mlsanity.com/paper/2211.03959/) (2022)
- [Computational Benefits of Intermediate Rewards for Goal-Reaching Policy Learning](https://mlsanity.com/paper/2107.03961/) (2021)
- [Understanding the Complexity Gains of Single-Task RL with a Curriculum](https://mlsanity.com/paper/2212.12809/) (2022)
- [Coordinated Proximal Policy Optimization](https://mlsanity.com/paper/2111.04051/) (2021)
- [Unifying Behavioral and Response Diversity for Open-ended Learning in Zero-sum Games](https://mlsanity.com/paper/2106.04958/) (2021)
- [Dynamics-Adaptive Continual Reinforcement Learning via Progressive Contextualization](https://mlsanity.com/paper/2209.00347/) (2022)
- [Revisiting Discrete Soft Actor-Critic](https://mlsanity.com/paper/2209.10081/) (2022)
- [Tackling Cooperative Incompatibility for Zero-Shot Human-AI Coordination](https://mlsanity.com/paper/2306.03034/) (2023)
- [Hokoff: Real Game Dataset from Honor of Kings and its Offline Reinforcement Learning Benchmarks](https://mlsanity.com/paper/2408.10556/) (2024)
- [Mastering Strategy Card Game (Legends of Code and Magic) via End-to-End Policy and Optimistic Smooth Fictitious Play](https://mlsanity.com/paper/2303.04096/) (2023)
- [A Versatile Multi-Agent Reinforcement Learning Benchmark for Inventory Management](https://mlsanity.com/paper/2306.07542/) (2023)
- [SRL: Scaling Distributed Reinforcement Learning to Over Ten Thousand Cores](https://mlsanity.com/paper/2306.16688/) (2023)
- [Aries: Efficient Testing of Deep Neural Networks via Labeling-Free Accuracy Estimation](https://mlsanity.com/paper/2207.10942/) (2022)
- [Cooperative Multi-Agent Reinforcement Learning: Asynchronous Communication and Linear Function Approximation](https://mlsanity.com/paper/2305.06446/) (2023)
- [Composite Flow Matching for Reinforcement Learning with Shifted-Dynamics Data](https://mlsanity.com/paper/2505.23062/) (2025)
- [A Comprehensive Review of Multi-Agent Reinforcement Learning in Video Games](https://mlsanity.com/paper/2509.03682/) (2025)
- [Curriculum-based Asymmetric Multi-task Reinforcement Learning](https://mlsanity.com/paper/2211.03352/) (2022)

## Abstract (arXiv)

MOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has raised much attention accordingly. However, existing work falls short in handling the raw game complexity caused by the explosion of agent combinations, i.e., lineups, when expanding the hero pool in case that OpenAI's Dota AI limits the play to a pool of only 17 heroes. As a result, full MOBA games without restrictions are far from being mastered by any existing AI system. In this paper, we propose a MOBA AI learning paradigm that methodologically enables playing full MOBA games with deep reinforcement learning. Specifically, we develop a combination of novel and existing learning techniques, including curriculum self-play learning, policy distillation, off-policy adaption, multi-head value estimation, and Monte-Carlo tree-search, in training and playing a large pool of heroes, meanwhile addressing the scalability issue skillfully. Tested on Honor of Kings, a popular MOBA game, we show how to build superhuman AI agents that can defeat top esports players. The superiority of our AI is demonstrated by the first large-scale performance test of MOBA AI agent in the literature.
