# Policy Fusion for Adaptive and Customizable Reinforcement Learning Agents

arXiv: https://arxiv.org/abs/2104.10610 · HTML: https://mlsanity.com/paper/2104.10610/

## Key facts

- Cited by 4 papers in the map (data through 14 Oct 2026).
- Builds on 20 of its 38 references that are in the map.
- First posted on arXiv 21 Apr 2021.

## Builds on (most cited first, 20 of 20)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Deep reinforcement learning from human preferences](https://mlsanity.com/paper/1706.03741/) (2017)
- [Concrete Problems in AI Safety](https://mlsanity.com/paper/1606.06565/) (2016)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [Learning Robust Rewards with Adversarial Inverse Reinforcement Learning](https://mlsanity.com/paper/1710.11248/) (2017)
- [Leveraging Procedural Generation to Benchmark Reinforcement Learning](https://mlsanity.com/paper/1912.01588/) (2019)
- [Reward learning from human preferences and demonstrations in Atari](https://mlsanity.com/paper/1811.06521/) (2018)
- [First return, then explore](https://mlsanity.com/paper/2004.12919/) (2020)
- [Extrapolating Beyond Suboptimal Demonstrations via Inverse Reinforcement Learning from Observations](https://mlsanity.com/paper/1904.06387/) (2019)
- [MCP: Learning Composable Hierarchical Control with Multiplicative Compositional Policies](https://mlsanity.com/paper/1905.09808/) (2019)
- [Illuminating Generalization in Deep Reinforcement Learning through Procedural Level Generation](https://mlsanity.com/paper/1806.10729/) (2018)
- [Discrete and Continuous Action Representation for Practical RL in Video Games](https://mlsanity.com/paper/1912.11077/) (2019)
- [Deep Reinforcement Learning for Navigation in AAA Video Games](https://mlsanity.com/paper/2011.04764/) (2020)
- [Inverse reinforcement learning for video games](https://mlsanity.com/paper/1810.10593/) (2018)
- ["It's Unwieldy and It Takes a Lot of Time." Challenges and Opportunities for Creating Agents in Commercial Games](https://mlsanity.com/paper/2009.00541/) (2020)
- [Winning Isn't Everything: Enhancing Game Development with Intelligent Agents](https://mlsanity.com/paper/1903.10545/) (2019)
- [DeepCrawl: Deep Reinforcement Learning for Turn-based Strategy Games](https://mlsanity.com/paper/2012.01914/) (2020)
- [Demonstration-efficient Inverse Reinforcement Learning in Procedurally Generated Environments](https://mlsanity.com/paper/2012.02527/) (2020)
- [Action Guidance: Getting the Best of Sparse Rewards and Shaped Rewards for Real-time Strategy Games](https://mlsanity.com/paper/2010.03956/) (2020)
- [Deep Policy Networks for NPC Behaviors that Adapt to Changing Design Parameters in Roguelike Games](https://mlsanity.com/paper/2012.03532/) (2020)

## Built on by (most cited first, 4 of 4)

- [Towards Informed Design and Validation Assistance in Computer Games Using Imitation Learning](https://mlsanity.com/paper/2208.07811/) (2022)
- [Generating Personas for Games with Multimodal Adversarial Imitation Learning](https://mlsanity.com/paper/2308.07598/) (2023)
- [Dynamic Policy Fusion for User Alignment Without Re-Interaction](https://mlsanity.com/paper/2409.20016/) (2024)
- [Augmenting Game AI with Deep Reinforcement Learning](https://mlsanity.com/paper/2606.20210/) (2026)

## 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.
