# Iterative Empirical Game Solving via Single Policy Best Response

arXiv: https://arxiv.org/abs/2106.01901 · HTML: https://mlsanity.com/paper/2106.01901/

## Key facts

- Cited by 12 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 3 Jun 2021.

## Built on by (most cited first, 12 of 12)

- [Policy Space Diversity for Non-Transitive Games](https://mlsanity.com/paper/2306.16884/) (2023)
- [A Game-Theoretic Approach for Improving Generalization Ability of TSP Solvers](https://mlsanity.com/paper/2110.15105/) (2021)
- [NeuPL: Neural Population Learning](https://mlsanity.com/paper/2202.07415/) (2022)
- [Reevaluating Policy Gradient Methods for Imperfect-Information Games](https://mlsanity.com/paper/2502.08938/) (2025)
- [Anytime PSRO for Two-Player Zero-Sum Games](https://mlsanity.com/paper/2201.07700/) (2022)
- [Efficient Policy Space Response Oracles](https://mlsanity.com/paper/2202.00633/) (2022)
- [Simplex Neural Population Learning: Any-Mixture Bayes-Optimality in Symmetric Zero-sum Games](https://mlsanity.com/paper/2205.15879/) (2022)
- [Co-Learning Empirical Games and World Models](https://mlsanity.com/paper/2305.14223/) (2023)
- [Neural Population Learning beyond Symmetric Zero-sum Games](https://mlsanity.com/paper/2401.05133/) (2024)
- [Self-adaptive PSRO: Towards an Automatic Population-based Game Solver](https://mlsanity.com/paper/2404.11144/) (2024)
- [Empirical Equilibria in Agent-based Economic systems with Learning agents](https://mlsanity.com/paper/2408.12038/) (2024)
- [Conservative Equilibrium Discovery in Offline Game-Theoretic Multiagent Reinforcement Learning](https://mlsanity.com/paper/2603.00374/) (2026)

## Abstract (arXiv)

Policy-Space Response Oracles (PSRO) is a general algorithmic framework for learning policies in multiagent systems by interleaving empirical game analysis with deep reinforcement learning (Deep RL). At each iteration, Deep RL is invoked to train a best response to a mixture of opponent policies. The repeated application of Deep RL poses an expensive computational burden as we look to apply this algorithm to more complex domains. We introduce two variations of PSRO designed to reduce the amount of simulation required during Deep RL training. Both algorithms modify how PSRO adds new policies to the empirical game, based on learned responses to a single opponent policy. The first, Mixed-Oracles, transfers knowledge from previous iterations of Deep RL, requiring training only against the opponent's newest policy. The second, Mixed-Opponents, constructs a pure-strategy opponent by mixing existing strategy's action-value estimates, instead of their policies. Learning against a single policy mitigates variance in state outcomes that is induced by an unobserved distribution of opponents. We empirically demonstrate that these algorithms substantially reduce the amount of simulation during training required by PSRO, while producing equivalent or better solutions to the game.
