mlsanityData to 14 Oct 2026

Minimax Exploiter: A Data Efficient Approach for Competitive Self-Play

arXiv 2311.17190 ↗First posted 28 Nov 2023cs.LG cs.AI cs.MAcited by 2

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Abstract (arXiv)

Recent advances in Competitive Self-Play (CSP) have achieved, or even surpassed, human level performance in complex game environments such as Dota 2 and StarCraft II using Distributed Multi-Agent Reinforcement Learning (MARL). One core component of these methods relies on creating a pool of learning agents -- consisting of the Main Agent, past versions of this agent, and Exploiter Agents -- where Exploiter Agents learn counter-strategies to the Main Agents. A key drawback of these approaches is the large computational cost and physical time that is required to train the system, making them impractical to deploy in highly iterative real-life settings such as video game productions. In this paper, we propose the Minimax Exploiter, a game theoretic approach to exploiting Main Agents that leverages knowledge of its opponents, leading to significant increases in data efficiency. We validate our approach in a diversity of settings, including simple turn based games, the arcade learning environment, and For Honor, a modern video game. The Minimax Exploiter consistently outperforms strong baselines, demonstrating improved stability and data efficiency, leading to a robust CSP-MARL method that is both flexible and easy to deploy.

Key facts. Cited by 2 papers in the map (data through 14 Oct 2026). Builds on 10 of its 20 references that are in the map. First posted on arXiv 28 Nov 2023.

Builds on

10 of 20 references.

References · 10

  1. 2013Playing Atari with Deep Reinforcement Learningcited by 3,274
  2. 2015Deep Reinforcement Learning with Double Q-learningcited by 1,745
  3. 2016OpenAI Gymcited by 1,736
  4. 2019Dota 2 with Large Scale Deep Reinforcement Learningcited by 1,103
  5. 2017Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithmcited by 734
  6. 2020PettingZoo: Gym for Multi-Agent Reinforcement Learningcited by 220
  7. 2017Emergent Complexity via Multi-Agent Competitioncited by 120
  8. 2020From Poincar'e Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularizationcited by 61
  9. 2022Adversarial Policies Beat Superhuman Go AIscited by 29
  10. 2022Towards Informed Design and Validation Assistance in Computer Games Using Imitation Learningcited by 13

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Cited by year (2026 to 14 Oct)

Citing papers per year: 2025: 1; 2026: 1.

2 papers.