# DiffFP: Learning Behaviors from Scratch via Diffusion-based Fictitious Play

arXiv: https://arxiv.org/abs/2511.13186 · HTML: https://mlsanity.com/paper/2511.13186/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Placed in RL for games and combinatorial optimization, one of 15 directions in Deep reinforcement learning methods.
- Builds on 28 of its 44 references that are in the map.
- First posted on arXiv 17 Nov 2025.

## Placed in

- 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, 28 of 28)

- [Denoising Diffusion Probabilistic Models](https://mlsanity.com/paper/2006.11239/) (2020)
- [Flow Matching for Generative Modeling](https://mlsanity.com/paper/2210.02747/) (2022)
- [Improved Denoising Diffusion Probabilistic Models](https://mlsanity.com/paper/2102.09672/) (2021)
- [Diffusion Policy: Visuomotor Policy Learning via Action Diffusion](https://mlsanity.com/paper/2303.04137/) (2023)
- [Addressing Function Approximation Error in Actor-Critic Methods](https://mlsanity.com/paper/1802.09477/) (2018)
- [Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments](https://mlsanity.com/paper/1706.02275/) (2017)
- [Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model](https://mlsanity.com/paper/1911.08265/) (2019)
- [Soft Actor-Critic Algorithms and Applications](https://mlsanity.com/paper/1812.05905/) (2018)
- [Planning with Diffusion for Flexible Behavior Synthesis](https://mlsanity.com/paper/2205.09991/) (2022)
- [Diffusion Policies as an Expressive Policy Class for Offline Reinforcement Learning](https://mlsanity.com/paper/2208.06193/) (2022)
- [A Unified Game-Theoretic Approach to Multiagent Reinforcement Learning](https://mlsanity.com/paper/1711.00832/) (2017)
- [DeepStack: Expert-Level Artificial Intelligence in No-Limit Poker](https://mlsanity.com/paper/1701.01724/) (2017)
- [Deep Reinforcement Learning from Self-Play in Imperfect-Information Games](https://mlsanity.com/paper/1603.01121/) (2016)
- [Efficient Diffusion Policies for Offline Reinforcement Learning](https://mlsanity.com/paper/2305.20081/) (2023)
- [Learning a Diffusion Model Policy from Rewards via Q-Score Matching](https://mlsanity.com/paper/2312.11752/) (2023)
- [Emergent Complexity via Multi-Agent Competition](https://mlsanity.com/paper/1710.03748/) (2017)
- [Policy Representation via Diffusion Probability Model for Reinforcement Learning](https://mlsanity.com/paper/2305.13122/) (2023)
- [Diffusion-based Reinforcement Learning via Q-weighted Variational Policy Optimization](https://mlsanity.com/paper/2405.16173/) (2024)
- [Solving Imperfect-Information Games via Discounted Regret Minimization](https://mlsanity.com/paper/1809.04040/) (2018)
- [Robust Reinforcement Learning using Adversarial Populations](https://mlsanity.com/paper/2008.01825/) (2020)
- [From Poincar'e Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularization](https://mlsanity.com/paper/2002.08456/) (2020)
- [Diffusion Policies for Out-of-Distribution Generalization in Offline Reinforcement Learning](https://mlsanity.com/paper/2307.04726/) (2023)
- [A Real-Time Game Theoretic Planner for Autonomous Two-Player Drone Racing](https://mlsanity.com/paper/1801.02302/) (2018)
- [More Centralized Training, Still Decentralized Execution: Multi-Agent Conditional Policy Factorization](https://mlsanity.com/paper/2209.12681/) (2022)
- [NeuPL: Neural Population Learning](https://mlsanity.com/paper/2202.07415/) (2022)
- [Reducing Exploitability with Population Based Training](https://mlsanity.com/paper/2208.05083/) (2022)
- [ARC: Adversarially Robust Control Policies for Autonomous Vehicles](https://mlsanity.com/paper/2107.04487/) (2021)
- [STLGame: Signal Temporal Logic Games in Adversarial Multi-Agent Systems](https://mlsanity.com/paper/2412.01656/) (2024)

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

- [DiffNash: Finding Nash Equilibrium in High-Dimensional Continuous Action Spaces with Diffusion Policies](https://mlsanity.com/paper/2610.15932/) (2026)

## Abstract (arXiv)

Self-play reinforcement learning has demonstrated significant success in learning complex strategic and interactive behaviors in competitive multi-agent games. However, achieving such behaviors in continuous decision spaces remains challenging. Ensuring adaptability and generalization in self-play settings is critical for achieving competitive performance in dynamic multi-agent environments. These challenges often cause methods to converge slowly or fail to converge at all to a Nash equilibrium, making agents vulnerable to strategic exploitation by unseen opponents. To address these challenges, we propose DiffFP, a fictitious play (FP) framework that estimates the best response to unseen opponents while learning a robust and multimodal behavioral policy. Specifically, we approximate the best response using a diffusion policy that leverages generative modeling to learn adaptive and diverse strategies. Through empirical evaluation, we demonstrate that the proposed FP framework converges towards ε-Nash equilibria in continuous- space zero-sum games. We validate our method on complex multi-agent environments, including racing and multi-particle zero-sum games. Simulation results show that the learned policies are robust against diverse opponents and outperform baseline reinforcement learning policies. Our approach achieves up to 3× faster convergence and 30× higher success rates on average against RL-based baselines, demonstrating its robustness to opponent strategies and stability across training iterations
