TLeague: A Framework for Competitive Self-Play based Distributed Multi-Agent Reinforcement Learning
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Abstract (arXiv)
Competitive Self-Play (CSP) based Multi-Agent Reinforcement Learning (MARL) has shown phenomenal breakthroughs recently. Strong AIs are achieved for several benchmarks, including Dota 2, Glory of Kings, Quake III, StarCraft II, to name a few. Despite the success, the MARL training is extremely data thirsty, requiring typically billions of (if not trillions of) frames be seen from the environment during training in order for learning a high performance agent. This poses non-trivial difficulties for researchers or engineers and prevents the application of MARL to a broader range of real-world problems. To address this issue, in this manuscript we describe a framework, referred to as TLeague, that aims at large-scale training and implements several main-stream CSP-MARL algorithms. The training can be deployed in either a single machine or a cluster of hybrid machines (CPUs and GPUs), where the standard Kubernetes is supported in a cloud native manner. TLeague achieves a high throughput and a reasonable scale-up when performing distributed training. Thanks to the modular design, it is also easy to extend for solving other multi-agent problems or implementing and verifying MARL algorithms. We present experiments over StarCraft II, ViZDoom and Pommerman to show the efficiency and effectiveness of TLeague. The code is open-sourced and available at https://github.com/tencent-ailab/tleague_projpage
Key facts. Cited by 11 papers in the map (data through 7 Oct 2026). First posted on arXiv 25 Nov 2020.
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Citing papers per year: 2021: 1; 2022: 2; 2023: 6; 2024: 1; 2025: 0; 2026: 1.
11 papers.
- 2023Neural Categorical Priors for Physics-Based Character Controlcited by 37
- 2023Lifelike Agility and Play in Quadrupedal Robots using Reinforcement Learning and Generative Pre-trained Modelscited by 30
- 2021MALib: A Parallel Framework for Population-based Multi-agent Reinforcement Learningcited by 23
- 2023Mastering Strategy Card Game (Legends of Code and Magic) via End-to-End Policy and Optimistic Smooth Fictitious Playcited by 10
- 2023Mastering Strategy Card Game (Hearthstone) with Improved Techniquescited by 10
- 2023SRL: Scaling Distributed Reinforcement Learning to Over Ten Thousand Corescited by 10
- 2022MSRL: Distributed Reinforcement Learning with Dataflow Fragmentscited by 4
- 2022Lamarckian Platform: Pushing the Boundaries of Evolutionary Reinforcement Learning towards Asynchronous Commercial Gamescited by 3
- 2023SVDE: Scalable Value-Decomposition Exploration for Cooperative Multi-Agent Reinforcement Learningcited by 0
- 2024CrowdTransfer: Enabling Crowd Knowledge Transfer in AIoT Communitycited by 0
- 2026Cooperative-Competitive Team Play of Real-World Craft Robotscited by 0
- 2026Cooperative-Competitive Team Play of Real-World Craft Robots24 Feb 2026
- 2024CrowdTransfer: Enabling Crowd Knowledge Transfer in AIoT Community9 Jul 2024
- 2023Lifelike Agility and Play in Quadrupedal Robots using Reinforcement Learning and Generative Pre-trained Models29 Aug 2023
- 2023Neural Categorical Priors for Physics-Based Character Control14 Aug 2023
- 2023SRL: Scaling Distributed Reinforcement Learning to Over Ten Thousand Cores29 Jun 2023
- 2023SVDE: Scalable Value-Decomposition Exploration for Cooperative Multi-Agent Reinforcement Learning16 Mar 2023
- 2023Mastering Strategy Card Game (Hearthstone) with Improved Techniques9 Mar 2023
- 2023Mastering Strategy Card Game (Legends of Code and Magic) via End-to-End Policy and Optimistic Smooth Fictitious Play7 Mar 2023
- 2022MSRL: Distributed Reinforcement Learning with Dataflow Fragments3 Oct 2022
- 2022Lamarckian Platform: Pushing the Boundaries of Evolutionary Reinforcement Learning towards Asynchronous Commercial Games21 Sep 2022
- 2021MALib: A Parallel Framework for Population-based Multi-agent Reinforcement Learning5 Jun 2021