We present the Multi-Agent Transformer World Model (MATWM), a novel transformer-based world model designed for multi-agent reinforcement learning in both vector- and image-based environments. MATWM combines a decentralized imagination framework with a semi-centralized critic and a teammate prediction module, enabling agents to model and anticipate the behavior of others under partial observability. To address non-stationarity, we incorporate a prioritized replay mechanism that trains the world model on recent experiences, allowing it to adapt to agents' evolving policies. We evaluated MATWM on a broad suite of benchmarks, including the StarCraft Multi-Agent Challenge, PettingZoo, and MeltingPot. MATWM achieves state-of-the-art performance, outperforming both model-free and prior world model approaches, while demonstrating strong sample efficiency, achieving near-optimal performance in as few as 50K environment interactions. Ablation studies confirm the impact of each component, with substantial gains in coordination-heavy tasks.
StarCraft: Brood War remains a challenging benchmark for artificial intelligence research, particularly in the domain of macromanagement, where long-term strategic planning is required. Traditional approaches to StarCraft AI rely on rule-based systems or supervised deep learning, both of which face limitations in adaptability and computational efficiency. In this work, we introduce NeuroPAL, a neuroevolutionary framework that integrates Neuroevolution of Augmenting Topologies (NEAT) with Punctuated Anytime Learning (PAL) to improve the efficiency of evolutionary training. By alternating between frequent, low-fidelity training and periodic, high-fidelity evaluations, PAL enhances the sample efficiency of NEAT, enabling agents to discover effective strategies in fewer training iterations. We evaluate NeuroPAL in a fixed-map, single-race scenario in StarCraft: Brood War and compare its performance to standard NEAT-based training. Our results show that PAL significantly accelerates the learning process, allowing the agent to reach competitive levels of play in approximately half the training time required by NEAT alone. Additionally, the evolved agents exhibit emergent behaviors such as proxy barracks placement and defensive building optimization, strategies commonly used by expert human players. These findings suggest that structured evaluation mechanisms like PAL can enhance the scalability and effectiveness of neuroevolution in complex real-time strategy environments.
Developing AI agents that can robustly adapt to dramatically different strategic landscapes without retraining is a central challenge for multi-agent learning. Pok\'emon Video Game Championships (VGC) is a domain with an extraordinarily large space of possible team configurations of approximately $10^{139}$ - far larger than those of Dota or Starcraft. The highly discrete, combinatorial nature of team building in Pok\'emon VGC causes optimal strategies to shift dramatically depending on both the team being piloted and the opponent's team, making generalization uniquely challenging. To advance research on this problem, we introduce VGC-Bench: a benchmark that provides critical infrastructure, standardizes evaluation protocols, and supplies human-play datasets and a range of baselines - from large-language-model agents and behavior cloning to reinforcement learning and empirical game-theoretic methods such as self-play, fictitious play, and double oracle. In the restricted setting where an agent is trained and evaluated on a single-team configuration, our methods are able to win against a professional VGC competitor. We extensively evaluated all baseline methods over progressively larger team sets and find that even the best-performing algorithm in the single-team setting struggles at scaling up as team size grows. Thus, policy generalization across diverse team strategies remains an open challenge for the community. Our code is open sourced at https://github.com/cameronangliss/VGC-Bench.
This paper introduces LLM-MARL, a unified framework that incorporates large language models (LLMs) into multi-agent reinforcement learning (MARL) to enhance coordination, communication, and generalization in simulated game environments. The framework features three modular components of Coordinator, Communicator, and Memory, which dynamically generate subgoals, facilitate symbolic inter-agent messaging, and support episodic recall. Training combines PPO with a language-conditioned loss and LLM query gating. LLM-MARL is evaluated in Google Research Football, MAgent Battle, and StarCraft II. Results show consistent improvements over MAPPO and QMIX in win rate, coordination score, and zero-shot generalization. Ablation studies demonstrate that subgoal generation and language-based messaging each contribute significantly to performance gains. Qualitative analysis reveals emergent behaviors such as role specialization and communication-driven tactics. By bridging language modeling and policy learning, this work contributes to the design of intelligent, cooperative agents in interactive simulations. It offers a path forward for leveraging LLMs in multi-agent systems used for training, games, and human-AI collaboration.
Multi-agent reinforcement Learning (MARL) is often challenged by the sight range dilemma, where agents either receive insufficient or excessive information from their environment. In this paper, we propose a novel method, called Dynamic Sight Range Selection (DSR), to address this issue. DSR utilizes an Upper Confidence Bound (UCB) algorithm and dynamically adjusts the sight range during training. Experiment results show several advantages of using DSR. First, we demonstrate using DSR achieves better performance in three common MARL environments, including Level-Based Foraging (LBF), Multi-Robot Warehouse (RWARE), and StarCraft Multi-Agent Challenge (SMAC). Second, our results show that DSR consistently improves performance across multiple MARL algorithms, including QMIX and MAPPO. Third, DSR offers suitable sight ranges for different training steps, thereby accelerating the training process. Finally, DSR provides additional interpretability by indicating the optimal sight range used during training. Unlike existing methods that rely on global information or communication mechanisms, our approach operates solely based on the individual sight ranges of agents. This approach offers a practical and efficient solution to the sight range dilemma, making it broadly applicable to real-world complex environments.
As artificial intelligence surpasses human performance in select tasks, disclosing superhuman capabilities poses distinct challenges for fairness, accountability, and trust. However, the impact of such disclosures on diverse user attitudes and behaviors remains unclear, particularly concerning potential negative reactions like discouragement or overreliance. This paper investigates these effects by utilizing Persona Cards: a validated, standardized set of synthetic personas designed to simulate diverse user reactions and fairness perspectives. We conducted an ethics board-approved study (N=32), utilizing these personas to investigate how capability disclosure influenced behaviors with a superhuman game AI in competitive StarCraft II scenarios. Our results reveal transparency is double-edged: while disclosure could alleviate suspicion, it also provoked frustration and strategic defeatism among novices in cooperative scenarios, as well as overreliance in competitive contexts. Experienced and competitive players interpreted disclosure as confirmation of an unbeatable opponent, shifting to suboptimal goals. We release the Persona Cards Dataset, including profiles, prompts, interaction logs, and protocols, to foster reproducible research into human alignment AI design. This work demonstrates that transparency is not a cure-all; successfully leveraging disclosure to enhance trust and accountability requires careful tailoring to user characteristics, domain norms, and specific fairness objectives.
We introduce Attentive VLM Agent (AVA), a multimodal StarCraft II agent that aligns artificial agent perception with the human gameplay experience. Traditional frameworks such as SMAC rely on abstract state representations that diverge significantly from human perception, limiting the ecological validity of agent behavior. Our agent addresses this limitation by incorporating RGB visual inputs and natural language observations that more closely simulate human cognitive processes during gameplay. The AVA architecture consists of three integrated components: (1) a vision-language model enhanced with specialized self-attention mechanisms for strategic unit targeting and battlefield assessment, (2) a retrieval-augmented generation system that leverages domain-specific StarCraft II knowledge to inform tactical decisions, and (3) a dynamic role-based task distribution system that enables coordinated multi-agent behavior. The experimental evaluation in our proposed AVACraft environment, which contains 21 multimodal StarCraft II scenarios, demonstrates that AVA powered by foundation models (specifically Qwen-VL and GPT-4o) can execute complex tactical maneuvers without explicit training, achieving comparable performance to traditional MARL methods that require substantial training iterations. This work establishes a foundation for developing human-aligned StarCraft II agents and advances the broader research agenda of multimodal game AI. Our implementation is available at https://github.com/camel-ai/VLM-Play-StarCraft2.
In the context of multi-agent reinforcement learning, generalization is a challenge to solve various tasks that may require different joint policies or coordination without relying on policies specialized for each task. We refer to this type of problem as a multi-task, and we train agents to be versatile in this multi-task setting through a single training process. To address this challenge, we introduce TRajectory-class-Aware Multi-Agent reinforcement learning (TRAMA). In TRAMA, agents recognize a task type by identifying the class of trajectories they are experiencing through partial observations, and the agents use this trajectory awareness or prediction as additional information for action policy. To this end, we introduce three primary objectives in TRAMA: (a) constructing a quantized latent space to generate trajectory embeddings that reflect key similarities among them; (b) conducting trajectory clustering using these trajectory embeddings; and (c) building a trajectory-class-aware policy. Specifically for (c), we introduce a trajectory-class predictor that performs agent-wise predictions on the trajectory class; and we design a trajectory-class representation model for each trajectory class. Each agent takes actions based on this trajectory-class representation along with its partial observation for task-aware execution. The proposed method is evaluated on various tasks, including multi-task problems built upon StarCraft II. Empirical results show further performance improvements over state-of-the-art baselines.
In cooperative multi-agent reinforcement learning (MARL), agents typically form a single grand coalition based on credit assignment to tackle a composite task, often resulting in suboptimal performance. This paper proposed a nucleolus-based credit assignment grounded in cooperative game theory, enabling the autonomous partitioning of agents into multiple small coalitions that can effectively identify and complete subtasks within a larger composite task. Specifically, our designed nucleolus Q-learning could assign fair credits to each agent, and the nucleolus Q-operator provides theoretical guarantees with interpretability for both learning convergence and the stability of the formed small coalitions. Through experiments on Predator-Prey and StarCraft scenarios across varying difficulty levels, our approach demonstrated the emergence of multiple effective coalitions during MARL training, leading to faster learning and superior performance in terms of win rate and cumulative rewards especially in hard and super-hard environments, compared to four baseline methods. Our nucleolus-based credit assignment showed the promise for complex composite tasks requiring effective subteams of agents.
Although multi-agent reinforcement learning (MARL) has shown its success across diverse domains, extending its application to large-scale real-world systems still faces significant challenges. Primarily, the high complexity of real-world environments exacerbates the credit assignment problem, substantially reducing training efficiency. Moreover, the variability of agent populations in large-scale scenarios necessitates scalable decision-making mechanisms. To address these challenges, we propose a novel framework: Sequential rollout with Sequential value estimation (SrSv). This framework aims to capture agent interdependence and provide a scalable solution for cooperative MARL. Specifically, SrSv leverages the autoregressive property of the Transformer model to handle varying populations through sequential action rollout. Furthermore, to capture the interdependence of policy distributions and value functions among multiple agents, we introduce an innovative sequential value estimation methodology and integrates the value approximation into an attention-based sequential model. We evaluate SrSv on three benchmarks: Multi-Agent MuJoCo, StarCraft Multi-Agent Challenge, and DubinsCars. Experimental results demonstrate that SrSv significantly outperforms baseline methods in terms of training efficiency without compromising convergence performance. Moreover, when implemented in a large-scale DubinsCar system with 1,024 agents, our framework surpasses existing benchmarks, highlighting the excellent scalability of SrSv.
Multi-agent reinforcement learning (MARL) faces challenges in coordinating agents due to complex interdependencies within multi-agent systems. Most MARL algorithms use the simultaneous decision-making paradigm but ignore the action-level dependencies among agents, which reduces coordination efficiency. In contrast, the sequential decision-making paradigm provides finer-grained supervision for agent decision order, presenting the potential for handling dependencies via better decision order management. However, determining the optimal decision order remains a challenge. In this paper, we introduce Action Generation with Plackett-Luce Sampling (AGPS), a novel mechanism for agent decision order optimization. We model the order determination task as a Plackett-Luce sampling process to address issues such as ranking instability and vanishing gradient during the network training process. AGPS realizes credit-based decision order determination by establishing a bridge between the significance of agents' local observations and their decision credits, thus facilitating order optimization and dependency management. Integrating AGPS with the Multi-Agent Transformer, we propose the Prioritized Multi-Agent Transformer (PMAT), a sequential decision-making MARL algorithm with decision order optimization. Experiments on benchmarks including StarCraft II Multi-Agent Challenge, Google Research Football, and Multi-Agent MuJoCo show that PMAT outperforms state-of-the-art algorithms, greatly enhancing coordination efficiency.
StarCraft II is a complex and dynamic real-time strategy (RTS) game environment, which is very suitable for artificial intelligence and reinforcement learning research. To address the problem of Large Language Model(LLM) learning in complex environments through self-reflection, we propose a Reflection of Episodes(ROE) framework based on expert experience and self-experience. This framework first obtains key information in the game through a keyframe selection method, then makes decisions based on expert experience and self-experience. After a game is completed, it reflects on the previous experience to obtain new self-experience. Finally, in the experiment, our method beat the robot under the Very Hard difficulty in TextStarCraft II. We analyze the data of the LLM in the process of the game in detail, verified its effectiveness.
Since the emergence of the Large Language Model (LLM), LLM has been widely used in fields such as writing, translating, and searching. However, there is still great potential for LLM-based methods in handling complex tasks such as decision-making in the StarCraft II environment. To address problems such as lack of relevant knowledge and poor control over subtasks of varying importance, we propose a Hierarchical Expert Prompt (HEP) for LLM. Our method improves the understanding of game situations through expert-level tactical knowledge, improving the processing quality of tasks of varying importance through a hierarchical framework. Our approach defeated the highest level (Elite) standard built-in agent in TextStarCraft II for the first time and consistently outperformed the baseline method in other difficulties. Our experiments suggest that the proposed method is a practical solution for tackling complex decision-making challenges. The replay video can be viewed on https://www.bilibili.com/video/BV1uz42187EF and https://youtu.be/dO3PshWLV5M, and our codes have been open-sourced on https://github.com/luchang1113/HEP-LLM-play-StarCraftII.
Despite much progress in training distributed artificial intelligence (AI), building cooperative multi-agent systems with multi-agent reinforcement learning (MARL) faces challenges in sample efficiency, interpretability, and transferability. Unlike traditional learning-based methods that require extensive interaction with the environment, large language models (LLMs) demonstrate remarkable capabilities in zero-shot planning and complex reasoning. However, existing LLM-based approaches heavily rely on text-based observations and struggle with the non-Markovian nature of multi-agent interactions under partial observability. We present COMPASS, a novel multi-agent architecture that integrates vision-language models (VLMs) with a dynamic skill library and structured communication for decentralized closed-loop decision-making. The skill library, bootstrapped from demonstrations, evolves via planner-guided tasks to enable adaptive strategies. COMPASS propagates entity information through multi-hop communication under partial observability. Evaluations on the improved StarCraft Multi-Agent Challenge (SMACv2) demonstrate COMPASS's strong performance against state-of-the-art MARL baselines across both symmetric and asymmetric scenarios. Notably, in the symmetric Protoss 5v5 task, COMPASS achieved a 57\% win rate, representing a 30 percentage point advantage over QMIX (27\%). Project page can be found at https://stellar-entremet-1720bb.netlify.app/.
Multi-agent reinforcement learning (MARL) often relies on \emph{parameter sharing (PS)} to scale efficiently. However, purely shared policies can stifle each agent's unique specialization, reducing overall performance in heterogeneous environments. We propose \textbf{Low-Rank Agent-Specific Adaptation (LoRASA)}, a novel approach that treats each agent's policy as a specialized ``task'' fine-tuned from a shared backbone. Drawing inspiration from parameter-efficient transfer methods, LoRASA appends small, low-rank adaptation matrices to each layer of the shared policy, naturally inducing \emph{parameter-space sparsity} that promotes both specialization and scalability. We evaluate LoRASA on challenging benchmarks including the StarCraft Multi-Agent Challenge (SMAC) and Multi-Agent MuJoCo (MAMuJoCo), implementing it atop widely used algorithms such as MAPPO and A2PO. Across diverse tasks, LoRASA matches or outperforms existing baselines \emph{while reducing memory and computational overhead}. Ablation studies on adapter rank, placement, and timing validate the method's flexibility and efficiency. Our results suggest LoRASA's potential to establish a new norm for MARL policy parameterization: combining a shared foundation for coordination with low-rank agent-specific refinements for individual specialization.
Microsoft's acquisition of Activision Blizzard valued at $68.7 billion has drastically altered the landscape of the video game industry. At the time of the takeover, the intellectual properties of Activision Blizzard included World of Warcraft, Diablo, Hearthstone, StarCraft, Overwatch, Battle.net, Candy Crush Saga, and Call of Duty. This article aims to explore the patenting activity of Activision Blizzard between 2008 (the original merger) and 2023 (the Microsoft acquisition). Four IPC code co-occurrence networks (co-classification maps) are constructed and analyzed based on the patent data downloaded from the WIPO Patentscope database. International Patent Classification (IPC) codes are a language agnostic system for the classification of patents. When multiple IPC codes co-occur in a patent, it shows that the technologies are connected. These relationships can be used for patent mapping. The analysis identifies the prolific and bridging technologies of Activision Blizzard and explores its synergistic role as a subsidiary of Microsoft Corporation.
Multi-Agent Reinforcement Learning (MARL) has gained significant traction for solving complex real-world tasks, but the inherent stochasticity and uncertainty in these environments pose substantial challenges to efficient and robust policy learning. While Distributional Reinforcement Learning has been successfully applied in single-agent settings to address risk and uncertainty, its application in MARL is substantially limited. In this work, we propose a novel approach that integrates distributional learning with a safety-focused loss function to improve convergence in cooperative MARL tasks. Specifically, we introduce a Barrier Function based loss that leverages safety metrics, identified from inherent faults in the system, into the policy learning process. This additional loss term helps mitigate risks and encourages safer exploration during the early stages of training. We evaluate our method in the StarCraft II micromanagement benchmark, where our approach demonstrates improved convergence and outperforms state-of-the-art baselines in terms of both safety and task completion. Our results suggest that incorporating safety considerations can significantly enhance learning performance in complex, multi-agent environments.
Artificial intelligence (AI) has enabled agents to master complex video games, from first-person shooters like Counter-Strike to real-time strategy games such as StarCraft II and racing games like Gran Turismo. While these achievements are notable, applying these AI methods in commercial video game production remains challenging due to computational constraints. In commercial scenarios, the majority of computational resources are allocated to 3D rendering, leaving limited capacity for AI methods, which often demand high computational power, particularly those relying on pixel-based sensors. Moreover, the gaming industry prioritizes creating human-like behavior in AI agents to enhance player experience, unlike academic models that focus on maximizing game performance. This paper introduces a novel methodology for training neural networks via imitation learning to play a complex, commercial-standard, VALORANT-like 2v2 tactical shooter game, requiring only modest CPU hardware during inference. Our approach leverages an innovative, pixel-free perception architecture using a small set of ray-cast sensors, which capture essential spatial information efficiently. These sensors allow AI to perform competently without the computational overhead of traditional methods. Models are trained to mimic human behavior using supervised learning on human trajectory data, resulting in realistic and engaging AI agents. Human evaluation tests confirm that our AI agents provide human-like gameplay experiences while operating efficiently under computational constraints. This offers a significant advancement in AI model development for tactical shooter games and possibly other genres.
The availability of challenging simulation environments is pivotal for advancing the field of Multi-Agent Reinforcement Learning (MARL). In cooperative MARL settings, the StarCraft Multi-Agent Challenge (SMAC) has gained prominence as a benchmark for algorithms following centralized training with decentralized execution paradigm. However, with continual advancements in SMAC, many algorithms now exhibit near-optimal performance, complicating the evaluation of their true effectiveness. To alleviate this problem, in this work, we highlight a critical issue: the default opponent policy in these environments lacks sufficient diversity, leading MARL algorithms to overfit and exploit unintended vulnerabilities rather than learning robust strategies. To overcome these limitations, we propose SMAC-HARD, a novel benchmark designed to enhance training robustness and evaluation comprehensiveness. SMAC-HARD supports customizable opponent strategies, randomization of adversarial policies, and interfaces for MARL self-play, enabling agents to generalize to varying opponent behaviors and improve model stability. Furthermore, we introduce a black-box testing framework wherein agents are trained without exposure to the edited opponent scripts but are tested against these scripts to evaluate the policy coverage and adaptability of MARL algorithms. We conduct extensive evaluations of widely used and state-of-the-art algorithms on SMAC-HARD, revealing the substantial challenges posed by edited and mixed strategy opponents. Additionally, the black-box strategy tests illustrate the difficulty of transferring learned policies to unseen adversaries. We envision SMAC-HARD as a critical step toward benchmarking the next generation of MARL algorithms, fostering progress in self-play methods for multi-agent systems. Our code is available at https://github.com/devindeng94/smac-hard.
Recently, deep Multi-Agent Reinforcement Learning (MARL) has demonstrated its potential to tackle complex cooperative tasks, pushing the boundaries of AI in collaborative environments. However, the efficiency of these systems is often compromised by inadequate sample utilization and a lack of diversity in learning strategies. To enhance MARL performance, we introduce a novel sample reuse approach that dynamically adjusts policy updates based on observation novelty. Specifically, we employ a Random Network Distillation (RND) network to gauge the novelty of each agent's current state, assigning additional sample update opportunities based on the uniqueness of the data. We name our method Multi-Agent Novelty-GuidEd sample Reuse (MANGER). This method increases sample efficiency and promotes exploration and diverse agent behaviors. Our evaluations confirm substantial improvements in MARL effectiveness in complex cooperative scenarios such as Google Research Football and super-hard StarCraft II micromanagement tasks.