# No-Press Diplomacy from Scratch

arXiv: https://arxiv.org/abs/2110.02924 · HTML: https://mlsanity.com/paper/2110.02924/

## Key facts

- Cited by 31 papers in the map (data through 14 Oct 2026).
- Builds on 14 of its 44 references that are in the map.
- First posted on arXiv 6 Oct 2021.

## Builds on (most cited first, 14 of 14)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [PyTorch: An Imperative Style, High-Performance Deep Learning Library](https://mlsanity.com/paper/1912.01703/) (2019)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures](https://mlsanity.com/paper/1802.01561/) (2018)
- [A Unified Game-Theoretic Approach to Multiagent Reinforcement Learning](https://mlsanity.com/paper/1711.00832/) (2017)
- [Fast Convergence of Regularized Learning in Games](https://mlsanity.com/paper/1507.00407/) (2015)
- [Combining Deep Reinforcement Learning and Search for Imperfect-Information Games](https://mlsanity.com/paper/2007.13544/) (2020)
- [Solving Imperfect-Information Games via Discounted Regret Minimization](https://mlsanity.com/paper/1809.04040/) (2018)
- [Pipeline PSRO: A Scalable Approach for Finding Approximate Nash Equilibria in Large Games](https://mlsanity.com/paper/2006.08555/) (2020)
- [Human-Level Performance in No-Press Diplomacy via Equilibrium Search](https://mlsanity.com/paper/2010.02923/) (2020)
- [No Press Diplomacy: Modeling Multi-Agent Gameplay](https://mlsanity.com/paper/1909.02128/) (2019)
- [Q-Learning in enormous action spaces via amortized approximate maximization](https://mlsanity.com/paper/2001.08116/) (2020)
- [Learning to Play No-Press Diplomacy with Best Response Policy Iteration](https://mlsanity.com/paper/2006.04635/) (2020)
- [Double Oracle Algorithm for Computing Equilibria in Continuous Games](https://mlsanity.com/paper/2009.12185/) (2020)

## Built on by (most cited first, 30 of 31)

- [A Unified Approach to Reinforcement Learning, Quantal Response Equilibria, and Two-Player Zero-Sum Games](https://mlsanity.com/paper/2206.05825/) (2022)
- [Strategic Reasoning with Language Models](https://mlsanity.com/paper/2305.19165/) (2023)
- [LMPriors: Pre-Trained Language Models as Task-Specific Priors](https://mlsanity.com/paper/2210.12530/) (2022)
- [Modeling Strong and Human-Like Gameplay with KL-Regularized Search](https://mlsanity.com/paper/2112.07544/) (2021)
- [Mastering the Game of No-Press Diplomacy via Human-Regularized Reinforcement Learning and Planning](https://mlsanity.com/paper/2210.05492/) (2022)
- [Welfare Diplomacy: Benchmarking Language Model Cooperation](https://mlsanity.com/paper/2310.08901/) (2023)
- [Richelieu: Self-Evolving LLM-Based Agents for AI Diplomacy](https://mlsanity.com/paper/2407.06813/) (2024)
- [Artificial Influence: An Analysis Of AI-Driven Persuasion](https://mlsanity.com/paper/2303.08721/) (2023)
- [Student of Games: A unified learning algorithm for both perfect and imperfect information games](https://mlsanity.com/paper/2112.03178/) (2021)
- [Human-compatible driving partners through data-regularized self-play reinforcement learning](https://mlsanity.com/paper/2403.19648/) (2024)
- [Efficient Phi-Regret Minimization in Extensive-Form Games via Online Mirror Descent](https://mlsanity.com/paper/2205.15294/) (2022)
- [AssistanceZero: Scalably Solving Assistance Games](https://mlsanity.com/paper/2504.07091/) (2025)
- [Genes in Intelligent Agents](https://mlsanity.com/paper/2306.10225/) (2023)
- [More Victories, Less Cooperation: Assessing Cicero's Diplomacy Play](https://mlsanity.com/paper/2406.04643/) (2024)
- [Human-AI Coordination via Human-Regularized Search and Learning](https://mlsanity.com/paper/2210.05125/) (2022)
- [It Takes Two to Negotiate: Modeling Social Exchange in Online Multiplayer Games](https://mlsanity.com/paper/2311.08666/) (2023)
- [AI Arms and Influence: Frontier Models Exhibit Sophisticated Reasoning in Simulated Nuclear Crises](https://mlsanity.com/paper/2602.14740/) (2026)
- [Reinforcement Learning in Practice: Opportunities and Challenges](https://mlsanity.com/paper/2202.11296/) (2022)
- [Advancing Investment Frontiers: Industry-grade Deep Reinforcement Learning for Portfolio Optimization](https://mlsanity.com/paper/2403.07916/) (2024)
- [Explaining Decisions of Agents in Mixed-Motive Games](https://mlsanity.com/paper/2407.15255/) (2024)
- [DipLLM: Fine-Tuning LLM for Strategic Decision-making in Diplomacy](https://mlsanity.com/paper/2506.09655/) (2025)
- [Human-like autonomy emerges from self-play and a pinch of human data](https://mlsanity.com/paper/2606.19370/) (2026)
- [A Deep Reinforcement Learning Approach for Finding Non-Exploitable Strategies in Two-Player Atari Games](https://mlsanity.com/paper/2207.08894/) (2022)
- [Guarantees for Self-Play in Multiplayer Games via Polymatrix Decomposability](https://mlsanity.com/paper/2310.11518/) (2023)
- [Personalized Help for Optimizing Low-Skilled Users' Strategy](https://mlsanity.com/paper/2411.09109/) (2024)
- [Should I Trust You? Detecting Deception in Negotiations using Counterfactual RL](https://mlsanity.com/paper/2502.12436/) (2025)
- [Dynamic Coalition Structure Detection in Natural Language-based Interactions](https://mlsanity.com/paper/2502.16339/) (2025)
- [Developing, Evaluating and Scaling Learning Agents in Multi-Agent Environments](https://mlsanity.com/paper/2209.10958/) (2022)
- [AutoReply: Detecting Nonsense in Dialogue Introspectively with Discriminative Replies](https://mlsanity.com/paper/2211.12615/) (2022)
- [Towards automating Codenames spymasters with deep reinforcement learning](https://mlsanity.com/paper/2212.14104/) (2022)

## Abstract (arXiv)

Prior AI successes in complex games have largely focused on settings with at most hundreds of actions at each decision point. In contrast, Diplomacy is a game with more than 10^20 possible actions per turn. Previous attempts to address games with large branching factors, such as Diplomacy, StarCraft, and Dota, used human data to bootstrap the policy or used handcrafted reward shaping. In this paper, we describe an algorithm for action exploration and equilibrium approximation in games with combinatorial action spaces. This algorithm simultaneously performs value iteration while learning a policy proposal network. A double oracle step is used to explore additional actions to add to the policy proposals. At each state, the target state value and policy for the model training are computed via an equilibrium search procedure. Using this algorithm, we train an agent, DORA, completely from scratch for a popular two-player variant of Diplomacy and show that it achieves superhuman performance. Additionally, we extend our methods to full-scale no-press Diplomacy and for the first time train an agent from scratch with no human data. We present evidence that this agent plays a strategy that is incompatible with human-data bootstrapped agents. This presents the first strong evidence of multiple equilibria in Diplomacy and suggests that self play alone may be insufficient for achieving superhuman performance in Diplomacy.
