# Technical Challenges of Deploying Reinforcement Learning Agents for Game Testing in AAA Games

arXiv: https://arxiv.org/abs/2307.11105 · HTML: https://mlsanity.com/paper/2307.11105/

## Key facts

- Cited by 12 papers in the map (data through 14 Oct 2026).
- Builds on 14 of its 31 references that are in the map.
- First posted on arXiv 19 Jul 2023.

## Builds on (most cited first, 14 of 14)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor](https://mlsanity.com/paper/1801.01290/) (2018)
- [OpenAI Gym](https://mlsanity.com/paper/1606.01540/) (2016)
- [Generative Adversarial Imitation Learning](https://mlsanity.com/paper/1606.03476/) (2016)
- [Augmenting Automated Game Testing with Deep Reinforcement Learning](https://mlsanity.com/paper/2103.15819/) (2021)
- [Automated Playtesting with Procedural Personas through MCTS with Evolved Heuristics](https://mlsanity.com/paper/1802.06881/) (2018)
- [Improving Playtesting Coverage via Curiosity Driven Reinforcement Learning Agents](https://mlsanity.com/paper/2103.13798/) (2021)
- [Honor of Kings Arena: an Environment for Generalization in Competitive Reinforcement Learning](https://mlsanity.com/paper/2209.08483/) (2022)
- [Deep Reinforcement Learning for Navigation in AAA Video Games](https://mlsanity.com/paper/2011.04764/) (2020)
- [Imitation Learning with Concurrent Actions in 3D Games](https://mlsanity.com/paper/1803.05402/) (2018)
- [Navigation Turing Test (NTT): Learning to Evaluate Human-Like Navigation](https://mlsanity.com/paper/2105.09637/) (2021)
- [Automated Playtesting of Matching Tile Games](https://mlsanity.com/paper/1907.06570/) (2019)
- [Reinforcement Learning Agents for Ubisoft's Roller Champions](https://mlsanity.com/paper/2012.06031/) (2020)
- [CCPT: Automatic Gameplay Testing and Validation with Curiosity-Conditioned Proximal Trajectories](https://mlsanity.com/paper/2202.10057/) (2022)

## Built on by (most cited first, 12 of 12)

- [A Comprehensive Review of Multi-Agent Reinforcement Learning in Video Games](https://mlsanity.com/paper/2509.03682/) (2025)
- [Visual Encoders for Data-Efficient Imitation Learning in Modern Video Games](https://mlsanity.com/paper/2312.02312/) (2023)
- [Reinforcement Learning for High-Level Strategic Control in Tower Defense Games](https://mlsanity.com/paper/2406.07980/) (2024)
- [Real-Time Diffusion Policies for Games: Enhancing Consistency Policies with Q-Ensembles](https://mlsanity.com/paper/2503.16978/) (2025)
- [AI for Games in the Foundation Model Era](https://mlsanity.com/paper/2609.16679/) (2026)
- [Human-Like Goalkeeping in a Realistic Football Simulation: a Sample-Efficient Reinforcement Learning Approach](https://mlsanity.com/paper/2510.23216/) (2025)
- [Self-correcting Reward Shaping via Language Models for Reinforcement Learning Agents in Games](https://mlsanity.com/paper/2506.23626/) (2025)
- [Intrinsic Dynamics-Driven Generalizable Scene Representations for Vision-Oriented Decision-Making Applications](https://mlsanity.com/paper/2405.19736/) (2024)
- [TROFI: Trajectory-Ranked Offline Inverse Reinforcement Learning](https://mlsanity.com/paper/2506.22008/) (2025)
- [VRScout: Towards Real-Time, Autonomous Testing of Virtual Reality Games](https://mlsanity.com/paper/2511.00002/) (2025)
- [CA2: Code-Aware Agent for Automated Game Testing](https://mlsanity.com/paper/2605.13918/) (2026)
- [Augmenting Game AI with Deep Reinforcement Learning](https://mlsanity.com/paper/2606.20210/) (2026)

## Abstract (arXiv)

Going from research to production, especially for large and complex software systems, is fundamentally a hard problem. In large-scale game production, one of the main reasons is that the development environment can be very different from the final product. In this technical paper we describe an effort to add an experimental reinforcement learning system to an existing automated game testing solution based on scripted bots in order to increase its capacity. We report on how this reinforcement learning system was integrated with the aim to increase test coverage similar to [1] in a set of AAA games including Battlefield 2042 and Dead Space (2023). The aim of this technical paper is to show a use-case of leveraging reinforcement learning in game production and cover some of the largest time sinks anyone who wants to make the same journey for their game may encounter. Furthermore, to help the game industry to adopt this technology faster, we propose a few research directions that we believe will be valuable and necessary for making machine learning, and especially reinforcement learning, an effective tool in game production.
