# Learning Strategy Representation for Imitation Learning in Multi-Agent Games

arXiv: https://arxiv.org/abs/2409.19363 · HTML: https://mlsanity.com/paper/2409.19363/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Placed in Imitation learning methods, one of 13 directions in Offline RL and imitation learning from data.
- Builds on 25 of its 34 references that are in the map.
- First posted on arXiv 28 Sep 2024.

## Placed in

- Offline RL and imitation learning from data / [Imitation learning methods](https://mlsanity.com/offlinerl/imitation-learning-methods/)

## Builds on (most cited first, 25 of 25)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Playing Atari with Deep Reinforcement Learning](https://mlsanity.com/paper/1312.5602/) (2013)
- [Conservative Q-Learning for Offline Reinforcement Learning](https://mlsanity.com/paper/2006.04779/) (2020)
- [Generative Adversarial Imitation Learning](https://mlsanity.com/paper/1606.03476/) (2016)
- [Off-Policy Deep Reinforcement Learning without Exploration](https://mlsanity.com/paper/1812.02900/) (2018)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [End to End Learning for Self-Driving Cars](https://mlsanity.com/paper/1604.07316/) (2016)
- [What Matters in Learning from Offline Human Demonstrations for Robot Manipulation](https://mlsanity.com/paper/2108.03298/) (2021)
- [A Recurrent Latent Variable Model for Sequential Data](https://mlsanity.com/paper/1506.02216/) (2015)
- [Learning Latent Plans from Play](https://mlsanity.com/paper/1903.01973/) (2019)
- [PettingZoo: Gym for Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/2009.14471/) (2020)
- [IQ-Learn: Inverse soft-Q Learning for Imitation](https://mlsanity.com/paper/2106.12142/) (2021)
- [Goal-conditioned Imitation Learning](https://mlsanity.com/paper/1906.05838/) (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)
- [Model-free Deep Reinforcement Learning for Urban Autonomous Driving](https://mlsanity.com/paper/1904.09503/) (2019)
- [Learning from Suboptimal Demonstration via Self-Supervised Reward Regression](https://mlsanity.com/paper/2010.11723/) (2020)
- [Multiple Interactions Made Easy (MIME): Large Scale Demonstrations Data for Imitation](https://mlsanity.com/paper/1810.07121/) (2018)
- [Multi-Modal Imitation Learning from Unstructured Demonstrations using Generative Adversarial Nets](https://mlsanity.com/paper/1705.10479/) (2017)
- [Imitation Learning by Estimating Expertise of Demonstrators](https://mlsanity.com/paper/2202.01288/) (2022)
- [Learning Policy Representations in Multiagent Systems](https://mlsanity.com/paper/1806.06464/) (2018)
- [Confidence-Aware Imitation Learning from Demonstrations with Varying Optimality](https://mlsanity.com/paper/2110.14754/) (2021)
- [TRAIL: Near-Optimal Imitation Learning with Suboptimal Data](https://mlsanity.com/paper/2110.14770/) (2021)
- [Triple-GAIL: A Multi-Modal Imitation Learning Framework with Generative Adversarial Nets](https://mlsanity.com/paper/2005.10622/) (2020)
- [Select to Perfect: Imitating desired behavior from large multi-agent data](https://mlsanity.com/paper/2405.03735/) (2024)

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

- [Split the Differences, Pool the Rest: Provably Efficient Multi-Objective Imitation](https://mlsanity.com/paper/2605.12000/) (2026)

## Abstract (arXiv)

The offline datasets for imitation learning (IL) in multi-agent games typically contain player trajectories exhibiting diverse strategies, which necessitate measures to prevent learning algorithms from acquiring undesirable behaviors. Learning representations for these trajectories is an effective approach to depicting the strategies employed by each demonstrator. However, existing learning strategies often require player identification or rely on strong assumptions, which are not appropriate for multi-agent games. Therefore, in this paper, we introduce the Strategy Representation for Imitation Learning (STRIL) framework, which (1) effectively learns strategy representations in multi-agent games, (2) estimates proposed indicators based on these representations, and (3) filters out sub-optimal data using the indicators. STRIL is a plug-in method that can be integrated into existing IL algorithms. We demonstrate the effectiveness of STRIL across competitive multi-agent scenarios, including Two-player Pong, Limit Texas Hold'em, and Connect Four. Our approach successfully acquires strategy representations and indicators, thereby identifying dominant trajectories and significantly enhancing existing IL performance across these environments.
