Diversity-based Deep Reinforcement Learning Towards Multidimensional Difficulty for Fighting Game AI
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Abstract (arXiv)
In fighting games, individual players of the same skill level often exhibit distinct strategies from one another through their gameplay. Despite this, the majority of AI agents for fighting games have only a single strategy for each "level" of difficulty. To make AI opponents more human-like, we'd ideally like to see multiple different strategies at each level of difficulty, a concept we refer to as "multidimensional" difficulty. In this paper, we introduce a diversity-based deep reinforcement learning approach for generating a set of agents of similar difficulty that utilize diverse strategies. We find this approach outperforms a baseline trained with specialized, human-authored reward functions in both diversity and performance.
Key facts. Cited by 3 papers in the map (data through 7 Oct 2026). Builds on 11 of its 28 references that are in the map. First posted on arXiv 4 Nov 2022.
Builds on
11 of 28 references.
References · 11
- 2018Diversity is All You Need: Learning Skills without a Reward Functioncited by 734
- 2017Deep Reinforcement Learning: An Overviewcited by 327
- 2016Variational Intrinsic Controlcited by 262
- 2020Revisiting Fundamentals of Experience Replaycited by 171
- 2017Deep Neuroevolution: Genetic Algorithms Are a Competitive Alternative for Training Deep Neural Networks for Reinforcement Learningcited by 148
- 2020PCGRL: Procedural Content Generation via Reinforcement Learningcited by 90
- 2019Procedural Content Generation through Quality Diversitycited by 45
- 2018Automated Game Design via Conceptual Expansioncited by 15
- 2019Creating Pro-Level AI for a Real-Time Fighting Game Using Deep Reinforcement Learningcited by 14
- 2020Mixed-Initiative Level Design with RL Brushcited by 13
- 2021TaikoNation: Patterning-focused Chart Generation for Rhythm Action Gamescited by 9
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Citing papers per year: 2024: 2; 2025: 0; 2026: 1.
3 papers.