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TLeague: A Framework for Competitive Self-Play based Distributed Multi-Agent Reinforcement Learning

arXiv 2011.12895 ↗First posted 25 Nov 2020cs.LG cs.AI cs.MAcited by 11

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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.