Configurable Agent With Reward As Input: A Play-Style Continuum Generation
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Abstract (arXiv)
Modern video games are becoming richer and more complex in terms of game mechanics. This complexity allows for the emergence of a wide variety of ways to play the game across the players. From the point of view of the game designer, this means that one needs to anticipate a lot of different ways the game could be played. Machine Learning (ML) could help address this issue. More precisely, Reinforcement Learning is a promising answer to the need of automating video game testing. In this paper we present a video game environment which lets us define multiple play-styles. We then introduce CARI: a Configurable Agent with Reward as Input. An agent able to simulate a wide continuum range of play-styles. It is not constrained to extreme archetypal behaviors like current methods using reward shaping. In addition it achieves this through a single training loop, instead of the usual one loop per play-style. We compare this novel training approach with the more classic reward shaping approach and conclude that CARI can also outperform the baseline on archetypes generation. This novel agent could be used to investigate behaviors and balancing during the production of a video game with a realistic amount of training time.
Key facts. Cited by 4 papers in the map (data through 7 Oct 2026). Builds on 6 of its 24 references that are in the map. First posted on arXiv 29 Nov 2022.
Builds on
6 of 24 references.
References · 6
- 2013Playing Atari with Deep Reinforcement Learningcited by 3,211
- 2015Prioritized Experience Replaycited by 1,070
- 2016Sample Efficient Actor-Critic with Experience Replaycited by 185
- 2017Visualizing and Understanding Atari Agentscited by 141
- 2018Automated Playtesting with Procedural Personas through MCTS with Evolved Heuristicscited by 28
- 2020Benchmarking End-to-End Behavioural Cloning on Video Gamescited by 15
Built on by
Citing papers per year: 2023: 2; 2024: 0; 2025: 1; 2026: 1.
4 papers.
- 2023Generating Personas for Games with Multimodal Adversarial Imitation Learningcited by 3
- 2023Diversity is Strength: Mastering Football Full Game with Interactive Reinforcement Learning of Multiple AIscited by 1
- 2025UBCL: A Reinforcement Learning Framework for Controllable and Diverse Player Behaviorscited by 0
- 2026Coachable agents for interactive gameplaycited by 0
- 2026Coachable agents for interactive gameplay1 Jul 2026
- 2025UBCL: A Reinforcement Learning Framework for Controllable and Diverse Player Behaviors11 Dec 2025
- 2023Generating Personas for Games with Multimodal Adversarial Imitation Learning15 Aug 2023
- 2023Diversity is Strength: Mastering Football Full Game with Interactive Reinforcement Learning of Multiple AIs28 Jun 2023