Faynt-10M-Arena: Frisson Labs Melee policy, 10,163,629 parameters, 26 characters.

Model collection · Benchmark code and results · Tournament software

Results · Insights · Training · Architecture · Use the model

A compact, 26-character Melee policy refined through Fox-only reinforcement learning.

Task: Melee control from structured game state. Faynt predicts the next GameCube controller command from game observations and recent controller history. One set of weights controls all 26 characters.

Offline use only. Do not use or adapt Faynt for Slippi Online. The Slippi Online rules prohibit macros and bots. Use local matches and offline research environments.

98.4%

Supported mirrors
240/244 games

68/68

Zero-delay Slippi-AI
Fox mirrors · two conditioning settings

26

Characters
One shared checkpoint

Results

Timing matters: Faynt has zero added policy delay; these opponents retain 21- or 24-frame action queues. The report does not isolate the effect of that difference. In supported mirrors, both agents use the same character from the opponent’s deployed roster. Extended-roster games keep the opponent on a supported fighter. Forced mirrors put both agents on a character outside the opponent’s deployed roster. Each Arena checkpoint plays 1,312 games across the three conditions.

Reported evaluation results for Faynt-10M-Arena, with explicit game counts and protocol conditions.

The 10M checkpoint follows 1,950 RL steps across two runs; the 75M follows 980 steps with different training settings.

Expanded-suite condition 10M Arena 75M Arena
Supported mirrors 240/244 · 98.4% 149/244 · 61.1%
Extended roster 427/534 · 80.0% 198/534 · 37.1%
Forced mirrors 531/534 · 99.4% 503/534 · 94.2%

A separate zero-delay comparison

Both sides use zero added policy delay in these panels. The privately supplied Slippi-AI checkpoint is evaluated in Fox mirrors under “Master Player” and “Cody” conditioning.

Against the private zero-delay Slippi-AI checkpoint:

Faynt stage 10M 75M
Expert 23/68 25/68
Arena 68/68 58/68

Against the seven zero-delay Phillip specialists:

Arena evaluation 10M 75M
Final Destination 112/112 108/112
Six stages 126/126 126/126

The private Slippi-AI rows form a matched Expert-to-Arena comparison: 23 to 68 wins at 10M, and 25 to 58 at 75M. Phillip chooses an action every 2, 3, or 4 frames, depending on the specialist; Faynt chooses each frame. Several opponents in the wider benchmark also informed RL run or checkpoint selection.

Source: Faynt: Scaling and Optimizing Policies for Competitive Melee, Sections 5 and 6 and the benchmark appendices. The evaluation manifest records the specific source tables, denominators, and qualifications.

Insights

01 / Strong on opponents’ supported characters

The selected policy wins 240/244 supported mirrors and has a winning record against all 14 opponent releases. Both agents use the same fighter from the opponent’s deployed roster.

02 / 68 wins in 68 zero-delay Fox mirrors

On the matched private zero-delay Slippi-AI Fox-mirror panel, Expert wins 23/68 games and Arena wins 68/68 across two conditioning settings, including 61 four-stock wins. This smaller panel complements the delayed-release suite.

03 / A compact model with two RL runs

The 75M policy has about 7.4 times as many parameters as the 10M. The selected 10M lineage spans 1,950 RL steps across two runs, with different training settings from the 75M.

Training

Arena continues 10M Expert with PPO on Fox mirror matches across six stages. Its selected lineage is Expert 195,248 → first RL run 1,318 → second RL run 632, totaling 1,950 RL steps along that lineage. Step 632 counts the second run from its own start.

The second run uses self-play, an eight-second reward half-life, and forward/reverse penalties toward the supervised policy with weight 0.003 each. Rewards combine stock and damage advantage with movement and positioning terms. The checkpoint still supports all 26 characters; Fox supplies its RL experience.

Stage Training signal Selected step
Base Human replay pretraining 122,064
Expert Curriculum + 75M distillation 195,248
Arena, run 1 PPO on Fox mirrors 1,318
Arena, run 2 Self-play with reference KL 632
Data, objectives, and checkpoint selection

The fixed pretraining snapshot contains 839,942 human ranked replays, 17.84B valid targets, and 17.48B training targets from Melee Ranked Replays. A target is one player-perspective transition from frame t to t + 1. Both perspectives of a game stay in the same approximately 98/1/1 train/validation/test split. Deduplication covers both identical files and identical parsed training content.

Pretraining minimizes controller negative log-likelihood using 256-frame windows. Muon updates the backbone hidden matrices; auxiliary AdamW updates the remaining parameter groups. Corpus size and processed training targets describe different quantities because sampling can revisit frames.

Expert emphasizes winning demonstrations through a rank/outcome curriculum, then a mixture of approximately 90% Master-winner and 10% Diamond-winner replay visits. Checkpoint selection uses W = 0.9 × Master-winner NLL + 0.1 × Diamond-winner NLL on fixed held-out slices. The 10M Expert adds two distillation rounds with a frozen 75M Expert teacher, weight 0.5 and temperature 1.

Arena uses PPO with stock, damage, movement, and positioning reward terms. Its RL experience is restricted to Fox mirrors on six stages. The other 25 characters share the updated weights. The selected 10M and 75M policies have distinct RL schedules and exposure.

Architecture

10M architecture: 2,091 frame features, 384-wide projection, 5 Transformer blocks, 728 joint-controller categories, then 85 main-stick categories.

The controller distribution factors into a 728-way joint-control choice, followed by an 85-way main-stick choice conditioned on that choice. The joint category includes buttons, shoulder pressure, and C-stick position. The codec converts both categories into a complete controller command.

Dimensions and architectural choices
Component Configuration
Trainable parameters 10,163,629
Model width / blocks 384 / 5
Query heads / key-value heads 6 / 2
Head dimension / feed-forward width 64 / 768
Native ring-cache capacity 256 frames
Actor trajectory context 128 frames for history/rollout bookkeeping
Stored weights / default compute / cache FP32 / FP32 / FP32
Prediction offset One frame

Learned character, action-state, and character/action embeddings represent the state categories. A shared item MLP and masked sum combine item features. Causal grouped-query attention processes the frame history with RoPE positions, query/key RMS normalization, and elementwise gated attention outputs. Full Attention Residuals learn how to mix earlier depth representations at each frame. RMSNorm and SwiGLU complete the backbone.

Use

python -m pip install "torch>=2.5" "transformers>=4.57,<5" safetensors "PyYAML>=6"
import torch
from transformers import AutoModel

model = AutoModel.from_pretrained(
    "frisson-labs/Faynt-10M-Arena",
    trust_remote_code=True,
).eval()

batch = model.example_inputs(batch_size=1, sequence_length=1)
with torch.inference_mode():
    output = model.sample(**batch, temperature=1.0)

print(output.controller.as_packed_tensor().shape)  # torch.Size([1, 1, 13])

example_inputs creates synthetic structured states for a loading check. Live play requires a Slippi/Dolphin adapter that parses the game, assigns player perspective, synchronizes frames, and executes commands. trust_remote_code=True loads the custom model source included here. Authenticate with hf auth login when repository access requires it.

Streaming inference, game resets, and the 256-frame ring cache

The saved configuration uses a 256-frame continuous ring cache, temperature 1, FP32 compute/cache, and zero added policy delay. The separate 128-frame actor trajectory context describes history/rollout bookkeeping. Load the saved configuration directly:

import torch
from transformers import AutoModel

repo_id = "frisson-labs/Faynt-10M-Arena"
model = AutoModel.from_pretrained(
    repo_id, trust_remote_code=True,
).eval()

cache = model.init_cache(batch_size=1)
frame = model.example_inputs(batch_size=1, sequence_length=None)
current_controller = frame["controller_t"]

with torch.inference_mode():
    for index in range(3):
        # Three synthetic frames; index 2 starts another game.
        new_game = index in (0, 2)
        if new_game:
            current_controller = frame["controller_t"]
        output = model.step(
            game_state_t=frame["game_state_t"],
            controller_t=current_controller,
            cache=cache,
            reset_mask=torch.tensor([new_game], device=model.device),
            temperature=1.0,
        )
        current_controller = output.controller
        print(cache.valid_length.item())  # 1, then 2, then 1

Supply a fresh observed state on each live iteration and feed back the controller actually executed. Reset the appropriate batch slots when a new game begins. The cache updates in place and stays within its capacity. Reproducing the reported match scores also requires the complete opponent, character, stage, port, seed, delay, and execution settings.

Input and output reference
Field Shape and meaning
game_state_t.p0 / .p1 Controlled player / opponent: character, action, position, damage, shield, jumps, facing, controller and companion state.
Stage / platforms / items Stage category, Randall and Fountain of Dreams platform coordinates, and 15 ordered item slots.
controller_t The current executed controller as a structured record or codec labels.
Sequence tensors Scalar fields [batch, time]; item fields [batch, time, 15].
step tensors Scalar fields [batch]; item fields [batch, 15].
output.logits buttons: [..., 728]; main_stick: [..., 85].
output.controller Decoded logical controller. as_packed_tensor() returns [..., 13].
Packed order Main x/y, C-stick x/y, shoulder, A, B, X, Y, Z, L, R, D_UP. Stick coordinates use [0, 1].

model(...) performs deterministic or teacher-forced prediction. model.sample(...) samples commands. model.step(...) processes one frame using a rolling cache. model.policy exposes the native encoder, backbone, controller head, and loss. The complete field definitions are in tensor_batch.py and controller_codec.py.

Scope and reproducibility

Use this checkpoint for structured-state game-agent research, replay prediction, training-stage comparisons, and further adaptation. Results depend on the evaluated opponent and character distribution, the timing contract, and the selected training history. Post-training changes the demonstration distribution; Arena receives Fox-only RL experience. In the expanded suite, each additional-character matchup has two games, so character-level results have limited samples.

The report’s optimized T4 decision loop averages 5.2 ms at 10M and 8.7 ms at 75M, excluding emulator execution and communication. Those measurements use recorded-state inputs, random weights, and a separate optimized runtime with CUDA graphs. The Transformers examples above provide the portable inference interface and have their own runtime performance.

Release files and verification
File Purpose
model.safetensors Policy tensors in their original FP32 values.
config.json Complete model configuration and AutoModel mapping.
modeling_faynt.py, configuration_faynt.py Transformers interface.
faynt_native.py, controller_codec.py, tensor_batch.py Native policy, codec, and structured tensor contract.
checkpoint.pt Original checkpoint, retained byte for byte.
provenance.json, runtime_provenance.json Training lineage and native source hashes.
card-evaluation.json Reported card metrics and their evaluation context.

The release was checked for exact tensor equality, strict native state loading, local AutoModel loading, and native forward-output parity. Sampling, cached inference, and independent game resets were also exercised. The uploaded safetensors SHA-256 matches the verified local file.

model.safetensors SHA-256
d3a841e6f18eb86ed86d1e94ad0ffc8decebf8dfbb26cc5e670c0fd68a5409b2

Validated with PyTorch 2.13.0, Transformers 4.57.6, and safetensors 0.8.0. The requirements record the supported dependency range.

Acknowledgments

We thank the Slippi-AI developers for the open-source tools, policy representation and learning methods that this work builds on, and for privately supplying the zero-delay checkpoint used in our evaluations. We thank Project Slippi for its replay infrastructure, the Slippi/ranked community for the original anonymized replay collections, and Erick Martinez for preparing and hosting the Melee Ranked Replays redistribution used in this work.

Explore the family

Base learns from human replays. Expert concentrates on high-ranked winning play, with teacher distillation for 10M. Arena continues with gameplay rewards.

Size Base Expert Arena
10M Base Expert Arena · this model
75M Base Expert Arena

Frisson Labs · Faynt

Model code and weights: MIT license · Third-party notices. Melee and the emulator are obtained separately under their respective terms.

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