# MARL-BattleGrounds: A Novel JAX-native Benchmark for Heterogeneous and Competitive Multi-agent RL

arXiv: https://arxiv.org/abs/2610.14883 · HTML: https://mlsanity.com/paper/2610.14883/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in Reinforcement learning for LLM agents, one of 16 directions in LLM agents and tool use.
- Builds on 19 of its 40 references that are in the map.
- First posted on arXiv 10 Oct 2026.

## Placed in

- LLM agents and tool use / [Reinforcement learning for LLM agents](https://mlsanity.com/agents/reinforcement-learning-for-llm-agents/)

## Builds on (most cited first, 19 of 19)

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- [QMIX: Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/1803.11485/) (2018)
- [The StarCraft Multi-Agent Challenge](https://mlsanity.com/paper/1902.04043/) (2019)
- [On the Utility of Learning about Humans for Human-AI Coordination](https://mlsanity.com/paper/1910.05789/) (2019)
- [Is Independent Learning All You Need in the StarCraft Multi-Agent Challenge?](https://mlsanity.com/paper/2011.09533/) (2020)
- [Emergence of Grounded Compositional Language in Multi-Agent Populations](https://mlsanity.com/paper/1703.04908/) (2017)
- [Google Research Football: A Novel Reinforcement Learning Environment](https://mlsanity.com/paper/1907.11180/) (2019)
- ["Other-Play" for Zero-Shot Coordination](https://mlsanity.com/paper/2003.02979/) (2020)
- [MAgent: A Many-Agent Reinforcement Learning Platform for Artificial Collective Intelligence](https://mlsanity.com/paper/1712.00600/) (2017)
- [VMAS: A Vectorized Multi-Agent Simulator for Collective Robot Learning](https://mlsanity.com/paper/2207.03530/) (2022)
- [JaxMARL: Multi-Agent RL Environments and Algorithms in JAX](https://mlsanity.com/paper/2311.10090/) (2023)
- [Pgx: Hardware-Accelerated Parallel Game Simulators for Reinforcement Learning](https://mlsanity.com/paper/2303.17503/) (2023)
- [Towards a Standardised Performance Evaluation Protocol for Cooperative MARL](https://mlsanity.com/paper/2209.10485/) (2022)
- [A Survey of Ad Hoc Teamwork Research](https://mlsanity.com/paper/2202.10450/) (2022)
- [Evaluation of Human-AI Teams for Learned and Rule-Based Agents in Hanabi](https://mlsanity.com/paper/2107.07630/) (2021)
- [Honor of Kings Arena: an Environment for Generalization in Competitive Reinforcement Learning](https://mlsanity.com/paper/2209.08483/) (2022)
- [Mava: a research library for distributed multi-agent reinforcement learning in JAX](https://mlsanity.com/paper/2107.01460/) (2021)
- [OvercookedV2: Rethinking Overcooked for Zero-Shot Coordination](https://mlsanity.com/paper/2503.17821/) (2025)

## Abstract (arXiv)

We present MARL-BattleGrounds (MARL-BGs), an easy-to-use JAX-native benchmark for heterogeneous and competitive multi-agent reinforcement learning (MARL), designed to be sample-efficient, computationally efficient, and researcher-centric. MARL benchmarks are typically simple and efficient, like SMAX, where winning reduces to unit micromanagement, or rich and costly, like Dota 2. MARL-BGs fills this missing middle. Its first mode, Team Deathmatch, is a simultaneous turn-based game between two teams of five heterogeneous agents. The five classes have distinct basic, passive, and ultimate abilities designed to synergize with allies and counter enemies. Our 52 hand-designed maps with diverse obstacles include a 12-map curriculum and ten held-out validation and test maps. MARL-BGs provides two canonical evaluation modes. First, eight endgame scenarios form a hard generalization challenge: each asks a team to win an unseen, nearly lost position against a strong reactive controller within 5-10 ticks. Second, a monthly round-robin tournament retrains each submission on equal compute, plays it against every member of the current "Big Nine" field, and publishes the Elo results on the official leaderboard. All entrants are publicly released as downloadable opponents. MARL-BGs records 11,192 metrics per game in 28 topics. We also include three strong scripted opponents, an analytical replay viewer, and off-the-shelf tools for self-play, cross-play, curriculum learning, and zero-shot coordination evaluation. We even provide an API for LLM-based agents and use it to evaluate Qwen3.5-9B against our strongest policy. In our BattleClient, humans can play alongside or against any mix of policies, enabling human-AI evaluation. We benchmark MARL-BGs with six additional deep MARL baselines, which we release. On one RTX 5090 with 1,024 parallel games, the simulator runs 50,000 5v5 game steps per second.
