# Offline Fictitious Self-Play for Competitive Games

arXiv: https://arxiv.org/abs/2403.00841 · HTML: https://mlsanity.com/paper/2403.00841/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Placed in Offline RL algorithms, one of 13 directions in Offline RL and imitation learning from data.
- Builds on 23 of its 43 references that are in the map.
- First posted on arXiv 29 Feb 2024.

## Placed in

- Offline RL and imitation learning from data / [Offline RL algorithms](https://mlsanity.com/offlinerl/offline-rl-algorithms/)
- Deep reinforcement learning methods / [RL for games and combinatorial optimization](https://mlsanity.com/deeprl/rl-for-games-and-combinatorial-optimization/)

## Builds on (most cited first, 23 of 23)

- [Conservative Q-Learning for Offline Reinforcement Learning](https://mlsanity.com/paper/2006.04779/) (2020)
- [Off-Policy Deep Reinforcement Learning without Exploration](https://mlsanity.com/paper/1812.02900/) (2018)
- [Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm](https://mlsanity.com/paper/1712.01815/) (2017)
- [Critic Regularized Regression](https://mlsanity.com/paper/2006.15134/) (2020)
- [A Unified Game-Theoretic Approach to Multiagent Reinforcement Learning](https://mlsanity.com/paper/1711.00832/) (2017)
- [Safe and Efficient Off-Policy Reinforcement Learning](https://mlsanity.com/paper/1606.02647/) (2016)
- [Google Research Football: A Novel Reinforcement Learning Environment](https://mlsanity.com/paper/1907.11180/) (2019)
- [DualDICE: Behavior-Agnostic Estimation of Discounted Stationary Distribution Corrections](https://mlsanity.com/paper/1906.04733/) (2019)
- [Mastering the Game of Stratego with Model-Free Multiagent Reinforcement Learning](https://mlsanity.com/paper/2206.15378/) (2022)
- [Benchmarking Batch Deep Reinforcement Learning Algorithms](https://mlsanity.com/paper/1910.01708/) (2019)
- [Believe What You See: Implicit Constraint Approach for Offline Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/2106.03400/) (2021)
- [Towards Playing Full MOBA Games with Deep Reinforcement Learning](https://mlsanity.com/paper/2011.12692/) (2020)
- [Pessimistic Minimax Value Iteration: Provably Efficient Equilibrium Learning from Offline Datasets](https://mlsanity.com/paper/2202.07511/) (2022)
- [Improving Dialog Systems for Negotiation with Personality Modeling](https://mlsanity.com/paper/2010.09954/) (2020)
- [Provably Efficient Offline Multi-agent Reinforcement Learning via Strategy-wise Bonus](https://mlsanity.com/paper/2206.00159/) (2022)
- [Honor of Kings Arena: an Environment for Generalization in Competitive Reinforcement Learning](https://mlsanity.com/paper/2209.08483/) (2022)
- [Cooperative Multi-Agent Deep Reinforcement Learning for Reliable Surveillance via Autonomous Multi-UAV Control](https://mlsanity.com/paper/2201.05843/) (2022)
- [Beyond Uniform Sampling: Offline Reinforcement Learning with Imbalanced Datasets](https://mlsanity.com/paper/2310.04413/) (2023)
- [Approximate exploitability: Learning a best response in large games](https://mlsanity.com/paper/2004.09677/) (2020)
- [Asynchronous Multi-Agent Reinforcement Learning for Efficient Real-Time Multi-Robot Cooperative Exploration](https://mlsanity.com/paper/2301.03398/) (2023)
- [PerfectDou: Dominating DouDizhu with Perfect Information Distillation](https://mlsanity.com/paper/2203.16406/) (2022)
- [AlphaStar Unplugged: Large-Scale Offline Reinforcement Learning](https://mlsanity.com/paper/2308.03526/) (2023)
- [Offline Equilibrium Finding](https://mlsanity.com/paper/2207.05285/) (2022)

## Built on by (most cited first, 1 of 1)

- [Conservative Equilibrium Discovery in Offline Game-Theoretic Multiagent Reinforcement Learning](https://mlsanity.com/paper/2603.00374/) (2026)

## Abstract (arXiv)

Offline Reinforcement Learning (RL) enables policy improvement from fixed datasets without online interactions, making it highly suitable for real-world applications lacking efficient simulators. Despite its success in the single-agent setting, offline multi-agent RL remains a challenge, especially in competitive games. Firstly, unaware of the game structure, it is impossible to interact with the opponents and conduct a major learning paradigm, self-play, for competitive games. Secondly, real-world datasets cannot cover all the state and action space in the game, resulting in barriers to identifying Nash equilibrium (NE). To address these issues, this paper introduces OFF-FSP, the first practical model-free offline RL algorithm for competitive games. We start by simulating interactions with various opponents by adjusting the weights of the fixed dataset with importance sampling. This technique allows us to learn the best responses to different opponents and employ the Offline Self-Play learning framework. To overcome the challenge of partial coverage, we combine the single-agent offline RL method with Fictitious Self-Play (FSP) to approximate NE by constraining the approximate best responses away from out-of-distribution actions. Experiments on matrix games, extensive-form poker, and board games demonstrate that OFF-FSP achieves significantly lower exploitability than state-of-the-art baselines. Finally, we validate OFF-FSP on a real-world human-robot competitive task, demonstrating its potential for solving complex, hard-to-simulate real-world problems.
