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

arXiv: https://arxiv.org/abs/2604.04983 · HTML: https://mlsanity.com/paper/2604.04983/

## 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.

## Builds on (most cited first, 9 of 9)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [High-Dimensional Continuous Control Using Generalized Advantage Estimation](https://mlsanity.com/paper/1506.02438/) (2015)
- [Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments](https://mlsanity.com/paper/1706.02275/) (2017)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [Open-Ended Learning Leads to Generally Capable Agents](https://mlsanity.com/paper/2107.12808/) (2021)
- [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)
- [Optimizing Agent Behavior over Long Time Scales by Transporting Value](https://mlsanity.com/paper/1810.06721/) (2018)
- [Synthetic Returns for Long-Term Credit Assignment](https://mlsanity.com/paper/2102.12425/) (2021)

## 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.
