# Neural Auto-Curricula

arXiv: https://arxiv.org/abs/2106.02745 · HTML: https://mlsanity.com/paper/2106.02745/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 49 of its 71 references that are in the map.
- First posted on arXiv 4 Jun 2021.

## Builds on (most cited first, 30 of 49)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [PointNet: Deep Learning on Point Sets for 3D Classification and Segmentation](https://mlsanity.com/paper/1612.00593/) (2016)
- [Model-Agnostic Meta-Learning for Fast Adaptation of Deep Networks](https://mlsanity.com/paper/1703.03400/) (2017)
- [Fully Convolutional Networks for Semantic Segmentation](https://mlsanity.com/paper/1411.4038/) (2014)
- [Empirical Evaluation of Gated Recurrent Neural Networks on Sequence Modeling](https://mlsanity.com/paper/1412.3555/) (2014)
- [Deep Sets](https://mlsanity.com/paper/1703.06114/) (2017)
- [Rainbow: Combining Improvements in Deep Reinforcement Learning](https://mlsanity.com/paper/1710.02298/) (2017)
- [Evolution Strategies as a Scalable Alternative to Reinforcement Learning](https://mlsanity.com/paper/1703.03864/) (2017)
- [Meta-Learning with Implicit Gradients](https://mlsanity.com/paper/1909.04630/) (2019)
- [RL2: Fast Reinforcement Learning via Slow Reinforcement Learning](https://mlsanity.com/paper/1611.02779/) (2016)
- [Value-Decomposition Networks For Cooperative Multi-Agent Learning](https://mlsanity.com/paper/1706.05296/) (2017)
- [Efficient Off-Policy Meta-Reinforcement Learning via Probabilistic Context Variables](https://mlsanity.com/paper/1903.08254/) (2019)
- [Learning to reinforcement learn](https://mlsanity.com/paper/1611.05763/) (2016)
- [Emergent Tool Use From Multi-Agent Autocurricula](https://mlsanity.com/paper/1909.07528/) (2019)
- [Optimizing Millions of Hyperparameters by Implicit Differentiation](https://mlsanity.com/paper/1911.02590/) (2019)
- [A Unified Game-Theoretic Approach to Multiagent Reinforcement Learning](https://mlsanity.com/paper/1711.00832/) (2017)
- [Learning with Opponent-Learning Awareness](https://mlsanity.com/paper/1709.04326/) (2017)
- [OpenSpiel: A Framework for Reinforcement Learning in Games](https://mlsanity.com/paper/1908.09453/) (2019)
- [Meta-Gradient Reinforcement Learning](https://mlsanity.com/paper/1805.09801/) (2018)
- [Parrot: Data-Driven Behavioral Priors for Reinforcement Learning](https://mlsanity.com/paper/2011.10024/) (2020)
- [Continuous Adaptation via Meta-Learning in Nonstationary and Competitive Environments](https://mlsanity.com/paper/1710.03641/) (2017)
- [On Learning Intrinsic Rewards for Policy Gradient Methods](https://mlsanity.com/paper/1804.06459/) (2018)
- [Open-ended Learning in Symmetric Zero-sum Games](https://mlsanity.com/paper/1901.08106/) (2019)
- [Game-Theoretic Multiagent Reinforcement Learning](https://mlsanity.com/paper/2011.00583/) (2020)
- [ProMP: Proximal Meta-Policy Search](https://mlsanity.com/paper/1810.06784/) (2018)
- [Evolved Policy Gradients](https://mlsanity.com/paper/1802.04821/) (2018)
- [Discovering Reinforcement Learning Algorithms](https://mlsanity.com/paper/2007.08794/) (2020)
- [Improving Generalization in Meta Reinforcement Learning using Learned Objectives](https://mlsanity.com/paper/1910.04098/) (2019)
- [Real World Games Look Like Spinning Tops](https://mlsanity.com/paper/2004.09468/) (2020)
- [Autocurricula and the Emergence of Innovation from Social Interaction: A Manifesto for Multi-Agent Intelligence Research](https://mlsanity.com/paper/1903.00742/) (2019)

## Built on by (most cited first, 2 of 2)

- [Discovering Temporally-Aware Reinforcement Learning Algorithms](https://mlsanity.com/paper/2402.05828/) (2024)
- [Self Paced Gaussian Contextual Reinforcement Learning](https://mlsanity.com/paper/2603.23755/) (2026)

## Abstract (arXiv)

When solving two-player zero-sum games, multi-agent reinforcement learning (MARL) algorithms often create populations of agents where, at each iteration, a new agent is discovered as the best response to a mixture over the opponent population. Within such a process, the update rules of "who to compete with" (i.e., the opponent mixture) and "how to beat them" (i.e., finding best responses) are underpinned by manually developed game theoretical principles such as fictitious play and Double Oracle. In this paper, we introduce a novel framework -- Neural Auto-Curricula (NAC) -- that leverages meta-gradient descent to automate the discovery of the learning update rule without explicit human design. Specifically, we parameterise the opponent selection module by neural networks and the best-response module by optimisation subroutines, and update their parameters solely via interaction with the game engine, where both players aim to minimise their exploitability. Surprisingly, even without human design, the discovered MARL algorithms achieve competitive or even better performance with the state-of-the-art population-based game solvers (e.g., PSRO) on Games of Skill, differentiable Lotto, non-transitive Mixture Games, Iterated Matching Pennies, and Kuhn Poker. Additionally, we show that NAC is able to generalise from small games to large games, for example training on Kuhn Poker and outperforming PSRO on Leduc Poker. Our work inspires a promising future direction to discover general MARL algorithms solely from data.
