# DareFightingICE Competition: A Fighting Game Sound Design and AI Competition

arXiv: https://arxiv.org/abs/2203.01556 · HTML: https://mlsanity.com/paper/2203.01556/

## Key facts

- Cited by 10 papers in the map (data through 14 Oct 2026).
- Builds on 8 of its 41 references that are in the map.
- First posted on arXiv 3 Mar 2022.

## Builds on (most cited first, 8 of 8)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Playing Atari with Deep Reinforcement Learning](https://mlsanity.com/paper/1312.5602/) (2013)
- [Deep Learning for Procedural Content Generation](https://mlsanity.com/paper/2010.04548/) (2020)
- [Playing Games in the Dark: An approach for cross-modality transfer in reinforcement learning](https://mlsanity.com/paper/1911.12851/) (2019)
- [Enhanced Rolling Horizon Evolution Algorithm with Opponent Model Learning: Results for the Fighting Game AI Competition](https://mlsanity.com/paper/2003.13949/) (2020)
- [Agents that Listen: High-Throughput Reinforcement Learning with Multiple Sensory Systems](https://mlsanity.com/paper/2107.02195/) (2021)
- ["Did You Hear That?" Learning to Play Video Games from Audio Cues](https://mlsanity.com/paper/1906.04027/) (2019)
- [Carle's Game: An Open-Ended Challenge in Exploratory Machine Creativity](https://mlsanity.com/paper/2107.05786/) (2021)

## Built on by (most cited first, 10 of 10)

- [Games for Artificial Intelligence Research: A Review and Perspectives](https://mlsanity.com/paper/2304.13269/) (2023)
- [FightLadder: A Benchmark for Competitive Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/2406.02081/) (2024)
- [Advancing DRL Agents in Commercial Fighting Games: Training, Integration, and Agent-Human Alignment](https://mlsanity.com/paper/2406.01103/) (2024)
- [A Deep Reinforcement Learning Blind AI in DareFightingICE](https://mlsanity.com/paper/2205.07444/) (2022)
- [Improving Data Transfer Efficiency for AIs in the DareFightingICE using gRPC](https://mlsanity.com/paper/2303.10001/) (2023)
- [Adaptive Background Music for a Fighting Game: A Multi-Instrument Volume Modulation Approach](https://mlsanity.com/paper/2303.15734/) (2023)
- [Achieving Fairness in DareFightingICE Agents Evaluation Through a Delay Mechanism](https://mlsanity.com/paper/2312.16010/) (2023)
- [Enhanced DareFightingICE Competitions: Sound Design and AI Competitions](https://mlsanity.com/paper/2403.02687/) (2024)
- [Fighting Game Adaptive Background Music for Improved Gameplay](https://mlsanity.com/paper/2403.02701/) (2024)
- [FootsiesGym: A Fighting Game Benchmark for Two-Player Zero-Sum Imperfect-Information Games](https://mlsanity.com/paper/2607.06514/) (2026)

## Abstract (arXiv)

This paper presents a new competition -- at the 2022 IEEE Conference on Games (CoG) -- called DareFightingICE Competition. The competition has two tracks: a sound design track and an AI track. The game platform for this competition is also called DareFightingICE, a fighting game platform. DareFightingICE is a sound-design-enhanced version of FightingICE, used earlier in a competition at CoG until 2021 to promote artificial intelligence (AI) research in fighting games. In the sound design track, participants compete for the best sound design, given the default sound design of DareFightingICE as a sample, where we define a sound design as a set of sound effects combined with the source code that implements their timing-control algorithm. Participants of the AI track are asked to develop their AI algorithm that controls a character given only sound as the input (blind AI) to fight against their opponent; a sample deep-learning blind AI will be provided by us. Our means to maximize the synergy between the two tracks are also described. This competition serves to come up with effective sound designs for visually impaired players, a group in the gaming community which has been mostly ignored. To the best of our knowledge, DareFightingICE Competition is the first of its kind within and outside of CoG.
