mlsanityData to 14 Oct 2026

Territory Paint Wars: Diagnosing and Mitigating Failure Modes in Competitive Multi-Agent PPO

arXiv 2604.04983 ↗First posted 4 Apr 2026cs.LGcited by 0

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Abstract (arXiv)

We present Territory Paint Wars, a minimal competitive multi-agent reinforcement learning environment implemented in Unity, and use it to systematically investigate failure modes of Proximal Policy Optimisation (PPO) under self-play. A first agent trained for 84,000 episodes achieves only 26.8% win rate against a uniformly-random opponent in a symmetric zero-sum game. Through controlled ablations we identify five implementation-level failure modes -- reward-scale imbalance, missing terminal signal, ineffective long-horizon credit assignment, unnormalised observations, and incorrect win detection -- each of which contributes critically to this failure in this setting. After correcting these issues, we uncover a distinct emergent pathology: competitive overfitting, where co-adapting agents maintain stable self-play performance while generalisation win rate collapses from 73.5% to 21.6%. Critically, this failure is undetectable via standard self-play metrics: both agents co-adapt equally, so the self-play win rate remains near 50% throughout the collapse. We propose a minimal intervention -- opponent mixing, where 20% of training episodes substitute a fixed uniformly-random policy for the co-adaptive opponent -- which mitigates competitive overfitting and restores generalisation to 77.1% (± 12.6%, 10 seeds) without population-based training or additional infrastructure. We open-source Territory Paint Wars to provide a reproducible benchmark for studying competitive MARL failure modes.

Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 9 of its 16 references that are in the map. First posted on arXiv 4 Apr 2026.

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9 of 16 references.

References · 9

  1. 2017Proximal Policy Optimization Algorithmscited by 15,215
  2. 2015High-Dimensional Continuous Control Using Generalized Advantage Estimationcited by 2,026
  3. 2017Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environmentscited by 1,558
  4. 2019Dota 2 with Large Scale Deep Reinforcement Learningcited by 1,103
  5. 2021Open-Ended Learning Leads to Generally Capable Agentscited by 182
  6. 2016Deep Reinforcement Learning from Self-Play in Imperfect-Information Gamescited by 158
  7. 2017Emergent Complexity via Multi-Agent Competitioncited by 120
  8. 2018Optimizing Agent Behavior over Long Time Scales by Transporting Valuecited by 58
  9. 2021Synthetic Returns for Long-Term Credit Assignmentcited by 27

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  2. 2025DiffFP: Learning Behaviors from Scratch via Diffusion-based Fictitious Play
  3. 2025UBCL: A Reinforcement Learning Framework for Controllable and Diverse Player Behaviors
  4. 2025Policy Improvement with Style-Specific Demonstrations
  5. 2023Mimicking To Dominate: Imitation Learning Strategies for Success in Multiagent Competitive Games
  6. 2026Player-1: Learning to Play from Synthetic Experience
  7. 2026MEMO: Memory-Augmented Model Context Optimization for Robust Multi-Turn Multi-Agent LLM Games
  8. 2024A Survey on Self-play Methods in Reinforcement Learning