{"about":{"site":"https://codewithpapers.app","non_affiliation":"Code with Papers and Syntology are not affiliated with, endorsed by, or sponsored by Papers with Code, Meta, or the pwc-archive mirror.","licence":"CC BY-SA 4.0","licence_url":"https://creativecommons.org/licenses/by-sa/4.0/legalcode","attribution":"https://codewithpapers.app/attribution","modified":"archive material modified by Syntology; see the attribution page"},"url":"/paper/tleague-a-framework-for-competitive-self-play","title":"TLeague: A Framework for Competitive Self-Play based Distributed Multi-Agent Reinforcement Learning","arxiv_id":"2011.12895","date":"2020-11-25","proceeding":null,"authors":["Peng Sun","Jiechao Xiong","Lei Han","Xinghai Sun","Shuxing Li","Jiawei Xu","Meng Fang","Zhengyou Zhang"],"abstract":"Competitive Self-Play (CSP) based Multi-Agent Reinforcement Learning (MARL) has shown phenomenal breakthroughs recently. Strong AIs are achieved for several benchmarks, including Dota 2, Glory of Kings, Quake III, StarCraft II, to name a few. Despite the success, the MARL training is extremely data thirsty, requiring typically billions of (if not trillions of) frames be seen from the environment during training in order for learning a high performance agent. This poses non-trivial difficulties for researchers or engineers and prevents the application of MARL to a broader range of real-world problems. To address this issue, in this manuscript we describe a framework, referred to as TLeague, that aims at large-scale training and implements several main-stream CSP-MARL algorithms. The training can be deployed in either a single machine or a cluster of hybrid machines (CPUs and GPUs), where the standard Kubernetes is supported in a cloud native manner. TLeague achieves a high throughput and a reasonable scale-up when performing distributed training. Thanks to the modular design, it is also easy to extend for solving other multi-agent problems or implementing and verifying MARL algorithms. We present experiments over StarCraft II, ViZDoom and Pommerman to show the efficiency and effectiveness of TLeague. The code is open-sourced and available at https://github.com/tencent-ailab/tleague_projpage","url_abs":"https://arxiv.org/abs/2011.12895v2","url_pdf":"https://arxiv.org/pdf/2011.12895v2.pdf","source":{"archive":"pwc-archive (Hugging Face), CC BY-SA 4.0","snapshot":"2025-07-28","licence_url":"https://creativecommons.org/licenses/by-sa/4.0/legalcode","row_kind":"abstracts"},"code_links":[{"paper_slug":"tleague-a-framework-for-competitive-self-play","repo_url":"https://github.com/tencent-ailab/tleague_projpage","is_official":1,"mentioned_in_paper":1,"mentioned_in_github":1,"framework":"tf","reach":{"status":"unanswered"}}],"tasks":[{"task_slug":"dota-2","task_name":"Dota 2"},{"task_slug":"multi-agent-reinforcement-learning","task_name":"Multi-agent Reinforcement Learning"},{"task_slug":"reinforcement-learning-1","task_name":"Reinforcement Learning (RL)"},{"task_slug":"starcraft","task_name":"Starcraft"},{"task_slug":"starcraft-ii","task_name":"Starcraft II"},{"task_slug":"reinforcement-learning-2","task_name":"reinforcement-learning"}],"methods":[],"datasets_introduced":[],"methods_introduced":[],"results":[],"syntology":{"atlas_url":null,"mcp":null,"developers":"https://syntology.ai/developers"},"arxiv_metadata":null,"syntology_extracted_results":null}