# JiangJun: Mastering Xiangqi by Tackling Non-Transitivity in Two-Player Zero-Sum Games

arXiv: https://arxiv.org/abs/2308.04719 · HTML: https://mlsanity.com/paper/2308.04719/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 30 of its 55 references that are in the map.
- First posted on arXiv 9 Aug 2023.

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

- [Deep Residual Learning for Image Recognition](https://mlsanity.com/paper/1512.03385/) (2015)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm](https://mlsanity.com/paper/1712.01815/) (2017)
- [Emergent Tool Use From Multi-Agent Autocurricula](https://mlsanity.com/paper/1909.07528/) (2019)
- [A Unified Game-Theoretic Approach to Multiagent Reinforcement Learning](https://mlsanity.com/paper/1711.00832/) (2017)
- [Monte Carlo Tree Search: A Review of Recent Modifications and Applications](https://mlsanity.com/paper/2103.04931/) (2021)
- [Deep Reinforcement Learning from Self-Play in Imperfect-Information Games](https://mlsanity.com/paper/1603.01121/) (2016)
- [Mastering the Game of Stratego with Model-Free Multiagent Reinforcement Learning](https://mlsanity.com/paper/2206.15378/) (2022)
- [Deep Counterfactual Regret Minimization](https://mlsanity.com/paper/1811.00164/) (2018)
- [Open-ended Learning in Symmetric Zero-sum Games](https://mlsanity.com/paper/1901.08106/) (2019)
- [Real World Games Look Like Spinning Tops](https://mlsanity.com/paper/2004.09468/) (2020)
- [DouZero: Mastering DouDizhu with Self-Play Deep Reinforcement Learning](https://mlsanity.com/paper/2106.06135/) (2021)
- [From Poincar'e Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularization](https://mlsanity.com/paper/2002.08456/) (2020)
- [Suphx: Mastering Mahjong with Deep Reinforcement Learning](https://mlsanity.com/paper/2003.13590/) (2020)
- [A Generalized Training Approach for Multiagent Learning](https://mlsanity.com/paper/1909.12823/) (2019)
- [Pipeline PSRO: A Scalable Approach for Finding Approximate Nash Equilibria in Large Games](https://mlsanity.com/paper/2006.08555/) (2020)
- [Modelling Behavioural Diversity for Learning in Open-Ended Games](https://mlsanity.com/paper/2103.07927/) (2021)
- [DREAM: Deep Regret minimization with Advantage baselines and Model-free learning](https://mlsanity.com/paper/2006.10410/) (2020)
- [XDO: A Double Oracle Algorithm for Extensive-Form Games](https://mlsanity.com/paper/2103.06426/) (2021)
- [Diverse Auto-Curriculum is Critical for Successful Real-World Multiagent Learning Systems](https://mlsanity.com/paper/2102.07659/) (2021)
- [ESCHER: Eschewing Importance Sampling in Games by Computing a History Value Function to Estimate Regret](https://mlsanity.com/paper/2206.04122/) (2022)
- [Approximate exploitability: Learning a best response in large games](https://mlsanity.com/paper/2004.09677/) (2020)
- [PerfectDou: Dominating DouDizhu with Perfect Information Distillation](https://mlsanity.com/paper/2203.16406/) (2022)
- [Unifying Behavioral and Response Diversity for Open-ended Learning in Zero-sum Games](https://mlsanity.com/paper/2106.04958/) (2021)
- [Neural Replicator Dynamics](https://mlsanity.com/paper/1906.00190/) (2019)
- [Hierarchical Macro Strategy Model for MOBA Game AI](https://mlsanity.com/paper/1812.07887/) (2018)
- [Self-Play PSRO: Toward Optimal Populations in Two-Player Zero-Sum Games](https://mlsanity.com/paper/2207.06541/) (2022)
- [Action Guidance with MCTS for Deep Reinforcement Learning](https://mlsanity.com/paper/1907.11703/) (2019)
- [Learning Policies from Self-Play with Policy Gradients and MCTS Value Estimates](https://mlsanity.com/paper/1905.05809/) (2019)
- [Feasible Adversarial Robust Reinforcement Learning for Underspecified Environments](https://mlsanity.com/paper/2207.09597/) (2022)

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

- [Policy Space Response Oracles: A Survey](https://mlsanity.com/paper/2403.02227/) (2024)
- [Diffusion Policies with Value-Conditional Optimization for Offline Reinforcement Learning](https://mlsanity.com/paper/2511.08922/) (2025)

## Abstract (arXiv)

This paper presents an empirical exploration of non-transitivity in perfect-information games, specifically focusing on Xiangqi, a traditional Chinese board game comparable in game-tree complexity to chess and shogi. By analyzing over 10,000 records of human Xiangqi play, we highlight the existence of both transitive and non-transitive elements within the game's strategic structure. To address non-transitivity, we introduce the JiangJun algorithm, an innovative combination of Monte-Carlo Tree Search (MCTS) and Policy Space Response Oracles (PSRO) designed to approximate a Nash equilibrium. We evaluate the algorithm empirically using a WeChat mini program and achieve a Master level with a 99.41% win rate against human players. The algorithm's effectiveness in overcoming non-transitivity is confirmed by a plethora of metrics, such as relative population performance and visualization results. Our project site is available at urlhttps://sites.google.com/view/jiangjun-site/.
