Policy Fusion for Adaptive and Customizable Reinforcement Learning Agents
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Abstract (arXiv)
In this article we study the problem of training intelligent agents using Reinforcement Learning for the purpose of game development. Unlike systems built to replace human players and to achieve super-human performance, our agents aim to produce meaningful interactions with the player, and at the same time demonstrate behavioral traits as desired by game designers. We show how to combine distinct behavioral policies to obtain a meaningful "fusion" policy which comprises all these behaviors. To this end, we propose four different policy fusion methods for combining pre-trained policies. We further demonstrate how these methods can be used in combination with Inverse Reinforcement Learning in order to create intelligent agents with specific behavioral styles as chosen by game designers, without having to define many and possibly poorly-designed reward functions. Experiments on two different environments indicate that entropy-weighted policy fusion significantly outperforms all others. We provide several practical examples and use-cases for how these methods are indeed useful for video game production and designers.
Key facts. Cited by 4 papers in the map (data through 7 Oct 2026). Builds on 20 of its 38 references that are in the map. First posted on arXiv 21 Apr 2021.
Builds on
20 of 38 references.
References · 20
- 2017Proximal Policy Optimization Algorithmscited by 14,441
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- 2016Concrete Problems in AI Safetycited by 1,582
- 2019Dota 2 with Large Scale Deep Reinforcement Learningcited by 1,084
- 2017Learning Robust Rewards with Adversarial Inverse Reinforcement Learningcited by 485
- 2019Leveraging Procedural Generation to Benchmark Reinforcement Learningcited by 478
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- 2019Discrete and Continuous Action Representation for Practical RL in Video Gamescited by 34
8 more
- 2020Deep Reinforcement Learning for Navigation in AAA Video Gamescited by 27
- 2018Inverse reinforcement learning for video gamescited by 26
- 2020"It's Unwieldy and It Takes a Lot of Time." Challenges and Opportunities for Creating Agents in Commercial Gamescited by 17
- 2019Winning Isn't Everything: Enhancing Game Development with Intelligent Agentscited by 15
- 2020DeepCrawl: Deep Reinforcement Learning for Turn-based Strategy Gamescited by 6
- 2020Demonstration-efficient Inverse Reinforcement Learning in Procedurally Generated Environmentscited by 6
- 2020Action Guidance: Getting the Best of Sparse Rewards and Shaped Rewards for Real-time Strategy Gamescited by 3
- 2020Deep Policy Networks for NPC Behaviors that Adapt to Changing Design Parameters in Roguelike Gamescited by 2
Built on by
Citing papers per year: 2022: 1; 2023: 1; 2024: 1; 2025: 0; 2026: 1.
4 papers.
- 2022Towards Informed Design and Validation Assistance in Computer Games Using Imitation Learningcited by 13
- 2023Generating Personas for Games with Multimodal Adversarial Imitation Learningcited by 3
- 2024Dynamic Policy Fusion for User Alignment Without Re-Interactioncited by 1
- 2026Augmenting Game AI with Deep Reinforcement Learningcited by 0
- 2026Augmenting Game AI with Deep Reinforcement Learning18 Jun 2026
- 2024Dynamic Policy Fusion for User Alignment Without Re-Interaction30 Sep 2024
- 2023Generating Personas for Games with Multimodal Adversarial Imitation Learning15 Aug 2023
- 2022Towards Informed Design and Validation Assistance in Computer Games Using Imitation Learning15 Aug 2022
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- 2026Coachable agents for interactive gameplay
- 2025PolicyEvol-Agent: Evolving Policy via Environment Perception and Self-Awareness with Theory of Mind