The Surprising Effectiveness of PPO in Cooperative Multi-Agent Games

Chao YuAkash VeluEugene VinitskyYu WangA. BayenYi Wu

article2022NeurIPS2,777 citations

Demonstrates that Proximal Policy Optimization matches or outperforms specialized off-policy methods across major cooperative multi-agent benchmarks, establishing simple on-policy learning as a competitive baseline through actionable implementation and tuning guidelines.

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Cooperative multi-agent reinforcement learning has seen strong results from off-policy algorithms such as QMIX and MADDPG, while on-policy methods like PPO have been underused because they are widely viewed as less sample-efficient and harder to tune in multi-agent environments. This perception stands in contrast to the on-policy algorithms that powered recent large-scale successes in games such as StarCraft II and Dota 2. The article therefore set out to test whether a properly configured PPO can deliver competitive performance across standard cooperative benchmarks without any domain-specific algorithmic changes.

The authors conducted a systematic empirical evaluation of two PPO variantsMAPPO, which uses a centralized value function, and IPPO, which remains fully decentralizedon four widely used testbeds: multi-agent particle environments, StarCraft Multi-Agent Challenge, Google Research Football, and Hanabi. They compared both variants against strong off-policy baselines, performed equivalent hyperparameter searches for all methods, and measured both final returns and sample efficiency under controlled compute budgets.

Across the majority of tasks, MAPPO and IPPO reached final performance that matched or exceeded the off-policy baselines while using a comparable number of environment steps. In StarCraft, PPO variants achieved win rates within one standard deviation of the best reported results on most maps; in Google Research Football they outperformed QMIX by large margins and beat a method that used large-scale pre-training on four of five scenarios; in Hanabi they produced the highest average scores for three- and four-player games. Five practical factors proved especially important: value normalization, the inclusion of both global and agent-specific features in the value-function input, limiting training to roughly ten epochs on hard tasks, keeping the PPO clipping parameter at or below 0.2, and using sufficiently large batch sizes.

These results indicate that simple, well-tuned PPO implementations can serve as strong, easy-to-deploy baselines for cooperative multi-agent problems and that the presumed sample-efficiency gap between on-policy and off-policy methods is smaller than commonly assumed when modern implementation practices are followed. Practitioners can therefore consider PPO as a first-line option rather than defaulting to more complex off-policy frameworks, provided they adopt the identified configuration guidelines.

Further validation on continuous-action domains, competitive settings, and heterogeneous agent populations would strengthen the conclusions, as would theoretical analysis of why the recommended practices improve stability. Until such work is completed, the empirical findings should be treated as reliable guidance within the discrete-action, cooperative regimes examined in the study.

  • Paper: Proximal Policy Optimization Algorithms, John Schulman et al. (2017). Introduces the core Proximal Policy Optimization (PPO) algorithm and clipped surrogate objective that the source adapts and systematically evaluates in multi-agent cooperative environments.
  • Paper: Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments, Ryan Lowe et al. (2017). Establishes the centralized training with decentralized execution (CTDE) paradigm and MADDPG framework that serves as a primary multi-agent actor-critic baseline in the source's empirical study.
  • Paper: Counterfactual Multi-Agent Policy Gradients, Jakob N. Foerster et al. (2017). Presents the Counterfactual Multi-Agent (COMA) policy gradient framework using a centralized critic on multi-agent cooperative benchmarks like StarCraft micromanagement.
  • Paper: Trust Region Policy Optimization, John Schulman et al. (2015). Formulates the foundational trust region optimization theory and policy gradient bounds from which PPO is derived.
  • Paper: Deep Reinforcement Learning that Matters, Peter Henderson et al. (2018). Provides the methodological analysis on deep RL reproducibility, implementation details, and tuning practices that motivated the source paper's controlled benchmarking of PPO.
  • Paper: Markov Games as a Framework for Multi-Agent Reinforcement Learning, M. Littman (1994). Introduces Markov games as the foundational mathematical framework for multi-agent reinforcement learning problems.
  • Paper: Emergent Tool Use From Multi-Agent Autocurricula, Bowen Baker et al. (2020). Demonstrates the practical viability and emergent behaviors of scaling PPO with centralized critics in complex multi-agent simulated environments.
  • Paper: Reinforcement Learning: An Overview, Kevin P. Murphy (2024). Surveys the broader landscape of modern reinforcement learning, situating multi-agent actor-critic algorithms and policy optimization within contemporary AI paradigms.
  • Paper: Empirical Design in Reinforcement Learning, Andrew Patterson et al. (2024). Deepens the experimental and statistical evaluation methodologies required to rigorously test and compare reinforcement learning algorithms across complex benchmark suites.
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Abstract

Proximal Policy Optimization (PPO) is a ubiquitous on-policy reinforcement learning algorithm but is significantly less utilized than off-policy learning algorithms in multi-agent settings. This is often due to the belief that PPO is significantly less sample efficient than off-policy methods in multi-agent systems. In this work, we carefully study the performance of PPO in cooperative multi-agent settings. We show that PPO-based multi-agent algorithms achieve surprisingly strong performance in four popular multi-agent testbeds: the particle-world environments, the StarCraft multi-agent challenge, Google Research Football, and the Hanabi challenge, with minimal hyperparameter tuning and without any domain-specific algorithmic modifications or architectures. Importantly, compared to competitive off-policy methods, PPO often achieves competitive or superior results in both final returns and sample efficiency. Finally, through ablation studies, we analyze implementation and hyperparameter factors that are critical to PPO’s empirical performance, and give concrete practical suggestions regarding these factors. Our results show that when using these practices, simple PPO-based methods can be a strong baseline in cooperative multi-agent reinforcement learning. Source code is released at https://github.com/marlbenchmark/on-policy.

Table of Contents

  • 1 Introduction
  • 2 Related Works
  • 3 PPO in Multi-Agent Settings
  • 3.1 Preliminaries
  • 3.2 MAPPO and IPPO
  • 3.3 Implementation Details
  • 4 Main Results
  • 4.1 Testbeds, Baselines, and Common Experimental Setup
  • 4.2 MPE Testbed
  • 4.3 SMAC Testbed
  • 4.4 Google Football Testbed
  • 4.5 Hanabi Testbed
  • 5 Factors Influential to PPO’s Performance
  • 5.1 Value Normalization
  • 5.2 Input Representation to Value Function
  • 5.3 Training Data Usage
  • 5.4 PPO Clipping
  • 5.5 PPO Batch Size
  • 6 Conclusion
  • A MAPPO Details
  • B Testing domains
  • C Training details
  • C.1 Implementation
  • C.2 Parameter Sharing
  • C.3 Death Masking
  • C.4 Hyperparameters
  • D Additional Results
  • D.1 Additional SMAC Results
  • D.2 Additional GRF Results
  • E Ablation Studies
  • References

Knowls

  1. Knowl 1 — Multi-Agent Proximal Policy Optimization (MAPPO) and Independent PPO (IPPO)

    model/method

    Cooperative multi-agent reinforcement learning is formalized as a decentralized partially observable Markov decision process (DEC-POMDP) defined by the tuple S,A,O,R,P,n,γ\langle \mathcal{S}, \mathcal{A}, \mathcal{O}, R, P, n, \gamma \rangle:

    • S\mathcal{S} is the global state space.
    • A\mathcal{A} is the action space shared by all agents i{1,,n}i \in \{1, \dots, n\}.
    • oi=O(s;i)o_i = \mathcal{O}(s; i) is the local observation received by agent ii when the environment is in global state sSs \in \mathcal{S}.
    • P(ss,A)P(s' \mid s, A) is the transition probability from state ss to state ss' given the joint action A=(a1,,an)AnA = (a_1, \dots, a_n) \in \mathcal{A}^n.
    • R(s,A)R(s, A) is the shared team reward function.
    • γ[0,1)\gamma \in [0, 1) is the discount factor.

    Each agent chooses actions using an actor network parameterizing a decentralized policy πθ(aioi)\pi_\theta(a_i \mid o_i), maximizing the expected discounted return: J(θ)=EAt,st[t=0γtR(st,At)]J(\theta) = \mathbb{E}_{A^t, s^t} \left[ \sum_{t=0}^\infty \gamma^t R(s^t, A^t) \right] where At=(a1t,,ant)A^t = (a_1^t, \dots, a_n^t) is the joint action at timestep tt.

    Actor-critic PPO is applied to this setting with separate neural networks for the policy πθ\pi_\theta and value function VϕV_\phi:

    1. Multi-Agent PPO (MAPPO): Follows the Centralized Training with Decentralized Execution (CTDE) framework. The critic VϕV_\phi receives centralized state information containing global features during training, while the actor πθ(aioi)\pi_\theta(a_i \mid o_i) executes solely on local observations oio_i.
    2. Independent PPO (IPPO): Both the actor πθ(aioi)\pi_\theta(a_i \mid o_i) and the critic Vϕ(oi)V_\phi(o_i) take only the agent's local observation oio_i as input.

    In environments with homogeneous agents (identical observation and action spaces), parameter sharing is used such that all agents share identical policy parameters θ\theta and value function parameters ϕ\phi. Both MAPPO and IPPO utilize Generalized Advantage Estimation (GAE) with advantage normalization and clipped objectives.

  2. Knowl 2 — Running Value Target Standardization (Value Normalization)

    model/method

    In cooperative multi-agent reinforcement learning, target returns can change drastically throughout training as policies evolve across all agents, causing instability in critic updates. Value normalization stabilizes value learning by standardizing the targets of the value network using running empirical estimates of the mean μV\mu_V and standard deviation σV\sigma_V of the value targets.

    During training, the value network VϕV_\phi regresses toward normalized targets: L(ϕ)=1BkB(Vϕ(sk)R^kμVσV)2\mathcal{L}(\phi) = \frac{1}{|B|} \sum_{k \in B} \left( V_\phi(s_k) - \frac{\hat{R}_k - \mu_V}{\sigma_V} \right)^2 where R^k\hat{R}_k is the computed target return for transition kk (e.g., via Generalized Advantage Estimation) and BB is a training batch.

    When calculating advantage estimates for policy optimization, the network predictions are denormalized back to the original scale: V~ϕ(st)=Vϕ(st)σV+μV\tilde{V}_\phi(s_t) = V_\phi(s_t) \cdot \sigma_V + \mu_V A^t=l=0(γλ)l(rt+l+γV~ϕ(st+l+1)V~ϕ(st+l))\hat{A}_t = \sum_{l=0}^{\infty} (\gamma \lambda)^l \left( r_{t+l} + \gamma \tilde{V}_\phi(s_{t+l+1}) - \tilde{V}_\phi(s_{t+l}) \right) where γ\gamma is the discount factor and λ\lambda is the GAE parameter. This target standardization stabilizes optimization without restricting value predictions across environments with widely differing reward scales.

  3. Knowl 3 — Centralized Value Function State Representations: CL, EP, AS, and FP

    model/method

    In multi-agent centralized training with decentralized execution (CTDE), the choice of input representation provided to the centralized value function VϕV_\phi strongly influences training quality. Four representations are distinguished:

    1. Concatenation of Local Observations (CL): Formed by concatenating all nn agents' local observations, sCL=(o1,o2,,on)s_{\text{CL}} = (o_1, o_2, \dots, o_n). Its dimension scales linearly with team size nn, making learning difficult in large-agent settings, and it omits global environment features unobserved by any agent.
    2. Environment-Provided Global State (EP): The environment-native global state sEPs_{\text{EP}}. While it captures overall environment context, it often omits crucial agent-specific local features, such as agent IDs and local available action masks.
    3. Agent-Specific Global State (AS): Combines global and agent-specific local features for agent ii by concatenating the environment state with agent ii's local observation: sAS,i=(sEP,oi)s_{\text{AS}, i} = (s_{\text{EP}}, o_i) This provides full information but introduces feature redundancy because sEPs_{\text{EP}} and oio_i often duplicate identical state variables.
    4. Feature-Pruned Agent-Specific Global State (FP): Formed by taking sAS,is_{\text{AS}, i} and removing redundant overlapping features shared between sEPs_{\text{EP}} and oio_i. FP preserves both global environment context and agent-specific local information while minimizing input dimensionality.
  4. Knowl 4 — Training Epoch and Mini-batch Configuration in Multi-Agent PPO

    model/method

    While single-agent continuous control commonly re-uses collected experience across tens of epochs and divides rollouts into 32 to 64 mini-batches, excessive sample reuse degrades performance in multi-agent environments due to non-stationarity induced by concurrent policy updates across agents.

    Best practices for training data usage in multi-agent PPO:

    1. Restrict the number of training epochs per update to at most 10 epochs on difficult tasks, and at most 15 epochs on easy tasks. Using 5 to 10 epochs prevents policy deterioration in complex cooperative coordination tasks.
    2. Avoid splitting rollout data into multiple mini-batches. Using 1 mini-batch (full-batch gradient descent over the collected on-policy rollout) or at most 2 mini-batches yields superior stability and final performance compared to finer partitions (such as 4 mini-batches), as larger mini-batch sizes reduce gradient variance during on-policy updates.
  5. Knowl 5 — Clipping Parameter Calibration in Multi-Agent PPO

    model/method

    PPO restricts update magnitudes via a clipping parameter ϵ\epsilon, which bounds the policy probability ratio rt(θ)=πθ(atot)πθold(atot)r_t(\theta) = \frac{\pi_\theta(a_t \mid o_t)}{\pi_{\theta_{\text{old}}}(a_t \mid o_t)} within [1ϵ,1+ϵ][1 - \epsilon, 1 + \epsilon] and applies symmetric clipping to value loss updates.

    In cooperative multi-agent reinforcement learning:

    • The clipping threshold should satisfy ϵ0.2\epsilon \le 0.2.
    • Large clipping parameters (such as ϵ{0.2,0.3,0.5}\epsilon \in \{0.2, 0.3, 0.5\}) permit excessive policy shift per gradient step, destabilizing learning due to multi-agent non-stationarity.
    • Small clipping values, such as ϵ=0.05\epsilon = 0.05, provide stable learning dynamics and lower variance across seeds at the cost of slower initial convergence on difficult maps. Within (0,0.2](0, 0.2], ϵ\epsilon acts as an explicit control parameter balancing training stability and learning speed.
  6. Knowl 6 — Batch Size Scaling Dynamics in Multi-Agent PPO

    model/method

    In on-policy policy gradient methods such as MAPPO, trajectory batches collected in parallel are used to estimate gradients for policy and value function objectives. The batch size per update exhibits threshold dynamics in cooperative multi-agent domains:

    • A critical minimal batch-size threshold is required for MAPPO to learn effective coordination. Below this threshold, MAPPO fails to solve complex coordination tasks or plateaus at suboptimal returns.
    • Increasing batch size up to the critical threshold improves both final asymptotic performance and sample efficiency (the number of environment interactions needed to attain target success benchmarks such as 80%–90% win rate).
    • Scaling batch size far beyond this critical point maintains peak win rates but reduces sample efficiency, requiring more total interactions to achieve equivalent performance milestones. The recommended practice is to identify the minimal batch size that reaches peak task performance.
  7. Knowl 7 — Empirical Evaluation of MAPPO and IPPO on the StarCraft Multi-Agent Challenge (SMAC)

    data/table

    Evaluation of MAPPO (with Feature-Pruned FP and Agent-Specific AS critic inputs), Independent PPO (IPPO), QMix, and RODE across 23 maps in the StarCraft Multi-Agent Challenge (SMAC). Performance is measured as the median evaluation win rate percentage over 6 random seeds (with standard deviations in parentheses). MAPPO, IPPO, and QMix are trained up to 10M environment steps or convergence. Columns with an asterisk (*) compare MAPPO to RODE using the exact timestep budget from RODE's published benchmark results.

    Map MAPPO(FP) MAPPO(AS) IPPO QMix RODE* MAPPO*(FP)
    2m_vs_1z 100.0 (0.0) 100.0 (0.0) 100.0 (0.0) 95.3 (5.2) / 100.0 (0.0)
    3m 100.0 (0.0) 100.0 (1.5) 100.0 (0.0) 96.9 (1.3) / 100.0 (0.0)
    2s_vs_1sc 100.0 (0.0) 100.0 (0.0) 100.0 (1.5) 96.9 (2.9) 100.0 (0.0) 100.0 (0.0)
    2s3z 100.0 (0.7) 100.0 (1.5) 100.0 (0.0) 95.3 (2.5) 100.0 (0.0) 96.9 (1.5)
    3s_vs_3z 100.0 (0.0) 100.0 (0.0) 100.0 (0.0) 96.9 (12.5) / 100.0 (0.0)
    3s_vs_4z 100.0 (1.3) 98.4 (1.6) 99.2 (1.5) 97.7 (1.7) / 100.0 (2.1)
    so_many_baneling 100.0 (0.0) 100.0 (0.7) 100.0 (1.5) 96.9 (2.3) / 100.0 (1.5)
    8m 100.0 (0.0) 100.0 (0.0) 100.0 (0.7) 97.7 (1.9) / 100.0 (0.0)
    MMM 96.9 (0.6) 93.8 (1.5) 96.9 (0.0) 95.3 (2.5) / 93.8 (2.6)
    1c3s5z 100.0 (0.0) 96.9 (2.6) 100.0 (0.0) 96.1 (1.7) 100.0 (0.0) 100.0 (0.0)
    bane_vs_bane 100.0 (0.0) 100.0 (0.0) 100.0 (0.0) 100.0 (0.0) 100.0 (46.4) 100.0 (0.0)
    3s_vs_5z 100.0 (0.6) 99.2 (1.4) 100.0 (0.0) 98.4 (2.4) 78.9 (4.2) 98.4 (5.5)
    2c_vs_64zg 100.0 (0.0) 100.0 (0.0) 98.4 (1.3) 92.2 (4.0) 100.0 (0.0) 96.9 (3.1)
    8m_vs_9m 96.9 (0.6) 96.9 (0.6) 96.9 (0.7) 92.2 (2.0) / 84.4 (5.1)
    25m 100.0 (1.5) 100.0 (4.0) 100.0 (0.0) 85.9 (7.1) / 96.9 (3.1)
    5m_vs_6m 89.1 (2.5) 88.3 (1.2) 87.5 (2.3) 75.8 (3.7) 71.1 (9.2) 65.6 (14.1)
    3s5z 96.9 (0.7) 96.9 (1.9) 96.9 (1.5) 88.3 (2.9) 93.8 (2.0) 71.9 (11.8)
    10m_vs_11m 96.9 (4.8) 96.9 (1.2) 93.0 (7.4) 95.3 (1.0) 95.3 (2.2) 81.2 (8.3)
    MMM2 90.6 (2.8) 87.5 (5.1) 86.7 (7.3) 87.5 (2.6) 89.8 (6.7) 51.6 (21.9)
    3s5z_vs_3s6z 84.4 (34.0) 63.3 (19.2) 82.8 (19.1) 82.8 (5.3) 96.8 (25.11) 75.0 (36.3)
    27m_vs_30m 93.8 (2.4) 85.9 (3.8) 69.5 (11.8) 39.1 (9.8) 96.8 (1.5) 93.8 (3.8)
    6h_vs_8z 88.3 (3.7) 85.9 (30.9) 84.4 (33.3) 9.4 (2.0) 78.1 (37.0) 78.1 (5.6)
    corridor 100.0 (1.2) 98.4 (0.8) 98.4 (3.1) 84.4 (2.5) 65.6 (32.1) 93.8 (3.5)

    Across SMAC maps, MAPPO achieves performance at least as high as QMix while using an identical sample budget, and achieves win rates comparable or superior to RODE in 10 out of 14 maps under matched timestep constraints.

  8. Knowl 8 — Evaluation on Google Research Football (GRF) Academy Scenarios

    data/table

    Evaluation of MAPPO against off-policy baselines on Google Research Football (GRF) academy scenarios under a shared dense-reward setting. All algorithms except TiKick are trained from scratch for 25M environment steps (50M steps on CA(hard) and Corner). TiKick combines offline pre-training on human expert data with online RL fine-tuning. Results report average evaluation success rate percentages (and standard deviations) over 6 seeds across 100 test rollouts per evaluation.

    Scenario MAPPO QMix CDS TiKick
    3v.1 88.03 (1.06) 8.12 (2.83) 76.60 (3.27) 76.88 (3.15)
    CA(easy) 87.76 (1.34) 15.98 (2.85) 63.28 (4.89) /
    CA(hard) 77.38 (4.81) 3.22 (1.60) 58.35 (5.56) 73.09 (2.08)
    Corner 65.53 (2.19) 16.10 (3.00) 3.80 (0.54) 33.00 (3.01)
    PS 94.92 (0.68) 8.05 (3.66) 94.15 (2.54) /
    RPS 76.83 (1.81) 8.08 (4.71) 62.38 (4.56) 79.12 (2.06)

    MAPPO outperforms QMix across all scenarios, outperforms CDS without requiring intrinsic exploration rewards, and exceeds TiKick on 4 out of 5 scenarios despite learning from scratch without human demonstration pre-training.

  9. Knowl 9 — Evaluation on Hanabi-Full with Varying Player Counts

    data/table

    Evaluation of MAPPO and IPPO compared to off-policy value-decomposition baselines (Simplified Action Decoder [SAD] and Value Decomposition Networks [VDN]) on the full-scale Hanabi benchmark across 2 to 5 players. In Hanabi, agents cannot observe their own cards; MAPPO supplies the agent's own card features to the centralized value function during training. Algorithms are evaluated over at least 3 random seeds across 10,000 evaluation games, trained for at most 101010^{10} environment steps without auxiliary tasks.

    # Players Metric MAPPO IPPO SAD VDN
    2 Avg. 23.89 (0.02) 24.00 (0.02) 23.87 (0.03) 23.83 (0.03)
    Best 24.23 (0.01) 24.19 (0.02) 24.01 (0.01) 23.96 (0.01)
    3 Avg. 23.77 (0.20) 23.25 (0.33) 23.69 (0.05) 23.71 (0.06)
    Best 24.01 (0.01) 23.87 (0.03) 23.93 (0.01) 23.99 (0.01)
    4 Avg. 23.57 (0.13) 22.52 (0.37) 23.27 (0.26) 23.03 (0.15)
    Best 23.71 (0.01) 23.06 (0.03) 23.81 (0.01) 23.79 (0.00)
    5 Avg. 23.04 (0.10) 20.75 (0.56) 22.06 (0.23) 21.28 (0.12)
    Best 23.16 (0.01) 22.54 (0.02) 23.01 (0.01) 21.80 (0.01)

    While IPPO is competitive with MAPPO in the 2-player setting, its performance declines as the number of agents increases. MAPPO outperforms IPPO, SAD, and VDN in 3, 4, and 5-player games, demonstrating the utility of a centralized critic in complex cooperative card reasoning games.

  10. Knowl 10 — Empirical Performance of MAPPO and IPPO on Multi-Agent Particle Environments (MPE)

    empirical result

    Across the three cooperative Multi-Agent Particle Environments (MPE) evaluated over 10 random seeds using a fixed budget of 2×1062 \times 10^6 environment steps:

    1. Physical Deception (Spread): Homogeneous agents must cooperate to cover target landmarks while avoiding inter-agent collisions. MAPPO matches the final return and sample efficiency of QMix and MADDPG.
    2. Simple Reference (Reference): Homogeneous agents must navigate to landmarks whose target assignments are observed only by the partner agent. MAPPO matches QMix and converges to higher final returns than IPPO.
    3. Cooperative Communication (Comm): Heterogeneous agents (speakers and listeners) cooperate without parameter sharing. MAPPO exceeds the final return of MADDPG and matches QMix while maintaining comparable sample efficiency.

    Across all three MPE benchmarks, MAPPO and IPPO demonstrate that on-policy policy gradient methods can match the sample efficiency of off-policy algorithms (QMix and MADDPG) in continuous-state, discrete-action particle domains.

  11. Knowl 11 — Scope and Limitations of the Empirical MARL PPO Benchmark

    limitation

    The empirical findings and guidelines presented for MAPPO and IPPO have several explicit boundaries:

    1. Discrete Action Spaces: All evaluated benchmarks (MPE, SMAC, GRF, and Hanabi) use discrete action spaces; continuous multi-agent control settings are not evaluated.
    2. Exclusively Cooperative Settings: The study focuses exclusively on fully cooperative multi-agent tasks with shared rewards, and does not assess competitive or general-sum games.
    3. Agent Homogeneity: The majority of environments feature homogeneous agents where parameter sharing is standard; heterogeneous systems are limited to the Comm scenario in MPE.
    4. Empirical Nature: The conclusions and recommendations are derived empirically without formal theoretical proofs or convergence rate guarantees under multi-agent non-stationarity.

Coverage note — None was omitted; all contributed models, guidelines, benchmark evaluations across four domains, and stated limitations are fully represented.

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Citation

MLA
Yu, C., et al. “The Surprising Effectiveness of PPO in Cooperative, Multi-Agent Games”. arXiv, 2021, http://arxiv.org/abs/2103.01955v4.
APA
Yu, C., Velu, A., Vinitsky, E., Gao, J., Wang, Y., Bayen, A., & Wu, Y. (2021). The Surprising Effectiveness of PPO in Cooperative, Multi-Agent Games. arXiv. http://arxiv.org/abs/2103.01955v4
Chicago
Yu, C., A. Velu, E. Vinitsky, et al. 2021. “The Surprising Effectiveness of PPO in Cooperative, Multi-Agent Games”. arXiv. http://arxiv.org/abs/2103.01955v4.
Harvard
Yu, C. et al. (2021) “The Surprising Effectiveness of PPO in Cooperative, Multi-Agent Games”, arXiv [Preprint]. Available at: http://arxiv.org/abs/2103.01955v4.
Vancouver
1. Yu C, Velu A, Vinitsky E, Gao J, Wang Y, Bayen A, Wu Y (2021) The Surprising Effectiveness of PPO in Cooperative, Multi-Agent Games. arXiv

BibTeX

@article{yu2021the,
  title = {The Surprising Effectiveness of PPO in Cooperative, Multi-Agent Games},
  author = {Yu, Chao and Velu, Akash and Vinitsky, Eugene and Gao, Jiaxuan and Wang, Yu and Bayen, Alexandre and Wu, Yi},
  year = {2021},
  journal = {arXiv},
  url = {http://arxiv.org/abs/2103.01955v4},
  eprint = {2103.01955}
}
Metadata:arXiv

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