# Fictitious Cross-Play: Learning Global Nash Equilibrium in Mixed Cooperative-Competitive Games

arXiv: https://arxiv.org/abs/2310.03354 · HTML: https://mlsanity.com/paper/2310.03354/

## Key facts

- Cited by 6 papers in the map (data through 14 Oct 2026).
- Builds on 21 of its 38 references that are in the map.
- First posted on arXiv 5 Oct 2023.

## Builds on (most cited first, 21 of 21)

- [Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments](https://mlsanity.com/paper/1706.02275/) (2017)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [The Surprising Effectiveness of PPO in Cooperative, Multi-Agent Games](https://mlsanity.com/paper/2103.01955/) (2021)
- [QMIX: Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/1803.11485/) (2018)
- [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)
- [Human-level performance in first-person multiplayer games with population-based deep reinforcement learning](https://mlsanity.com/paper/1807.01281/) (2018)
- [Google Research Football: A Novel Reinforcement Learning Environment](https://mlsanity.com/paper/1907.11180/) (2019)
- [The Hanabi Challenge: A New Frontier for AI Research](https://mlsanity.com/paper/1902.00506/) (2019)
- [Deep Reinforcement Learning from Self-Play in Imperfect-Information Games](https://mlsanity.com/paper/1603.01121/) (2016)
- [Emergent Complexity via Multi-Agent Competition](https://mlsanity.com/paper/1710.03748/) (2017)
- [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)
- [MAgent: A Many-Agent Reinforcement Learning Platform for Artificial Collective Intelligence](https://mlsanity.com/paper/1712.00600/) (2017)
- [A Unified Approach to Reinforcement Learning, Quantal Response Equilibria, and Two-Player Zero-Sum Games](https://mlsanity.com/paper/2206.05825/) (2022)
- [From Poincar'e Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularization](https://mlsanity.com/paper/2002.08456/) (2020)
- [A Generalized Training Approach for Multiagent Learning](https://mlsanity.com/paper/1909.12823/) (2019)
- [Modelling Behavioural Diversity for Learning in Open-Ended Games](https://mlsanity.com/paper/2103.07927/) (2021)
- [XDO: A Double Oracle Algorithm for Extensive-Form Games](https://mlsanity.com/paper/2103.06426/) (2021)
- [TiKick: Towards Playing Multi-agent Football Full Games from Single-agent Demonstrations](https://mlsanity.com/paper/2110.04507/) (2021)
- [Anytime PSRO for Two-Player Zero-Sum Games](https://mlsanity.com/paper/2201.07700/) (2022)

## Built on by (most cited first, 6 of 6)

- [Language Agents with Reinforcement Learning for Strategic Play in the Werewolf Game](https://mlsanity.com/paper/2310.18940/) (2023)
- [A Survey on Self-play Methods in Reinforcement Learning](https://mlsanity.com/paper/2408.01072/) (2024)
- [Learning Strategic Language Agents in the Werewolf Game with Iterative Latent Space Policy Optimization](https://mlsanity.com/paper/2502.04686/) (2025)
- [VolleyBots: A Testbed for Multi-Drone Volleyball Game Combining Motion Control and Strategic Play](https://mlsanity.com/paper/2502.01932/) (2025)
- [Configurable Mirror Descent: Towards a Unification of Decision Making](https://mlsanity.com/paper/2405.11746/) (2024)
- [NePPO: Near-Potential Policy Optimization for General-Sum Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/2603.06977/) (2026)

## Abstract (arXiv)

Self-play (SP) is a popular multi-agent reinforcement learning (MARL) framework for solving competitive games, where each agent optimizes policy by treating others as part of the environment. Despite the empirical successes, the theoretical properties of SP-based methods are limited to two-player zero-sum games. However, for mixed cooperative-competitive games where agents on the same team need to cooperate with each other, we can show a simple counter-example where SP-based methods cannot converge to a global Nash equilibrium (NE) with high probability. Alternatively, Policy-Space Response Oracles (PSRO) is an iterative framework for learning NE, where the best responses w.r.t. previous policies are learned in each iteration. PSRO can be directly extended to mixed cooperative-competitive settings by jointly learning team best responses with all convergence properties unchanged. However, PSRO requires repeatedly training joint policies from scratch till convergence, which makes it hard to scale to complex games. In this work, we develop a novel algorithm, Fictitious Cross-Play (FXP), which inherits the benefits from both frameworks. FXP simultaneously trains an SP-based main policy and a counter population of best response policies. The main policy is trained by fictitious self-play and cross-play against the counter population, while the counter policies are trained as the best responses to the main policy's past versions. We validate our method in matrix games and show that FXP converges to global NEs while SP methods fail. We also conduct experiments in a gridworld domain, where FXP achieves higher Elo ratings and lower exploitabilities than baselines, and a more challenging football game, where FXP defeats SOTA models with over 94% win rate.
