# Generating Personas for Games with Multimodal Adversarial Imitation Learning

arXiv: https://arxiv.org/abs/2308.07598 · HTML: https://mlsanity.com/paper/2308.07598/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Placed in Imitation learning methods, one of 13 directions in Offline RL and imitation learning from data.
- Builds on 19 of its 33 references that are in the map.
- First posted on arXiv 15 Aug 2023.

## Placed in

- Offline RL and imitation learning from data / [Imitation learning methods](https://mlsanity.com/offlinerl/imitation-learning-methods/)

## Builds on (most cited first, 19 of 19)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Generative Adversarial Networks](https://mlsanity.com/paper/2203.00667/) (2022)
- [Playing Atari with Deep Reinforcement Learning](https://mlsanity.com/paper/1312.5602/) (2013)
- [Concrete Problems in AI Safety](https://mlsanity.com/paper/1606.06565/) (2016)
- [Generative Adversarial Imitation Learning](https://mlsanity.com/paper/1606.03476/) (2016)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [Least Squares Generative Adversarial Networks](https://mlsanity.com/paper/1611.04076/) (2016)
- [Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm](https://mlsanity.com/paper/1712.01815/) (2017)
- [A Connection between Generative Adversarial Networks, Inverse Reinforcement Learning, and Energy-Based Models](https://mlsanity.com/paper/1611.03852/) (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)
- [A GAN-Like Approach for Physics-Based Imitation Learning and Interactive Character Control](https://mlsanity.com/paper/2105.10066/) (2021)
- [Towards Informed Design and Validation Assistance in Computer Games Using Imitation Learning](https://mlsanity.com/paper/2208.07811/) (2022)
- [MCL-GAN: Generative Adversarial Networks with Multiple Specialized Discriminators](https://mlsanity.com/paper/2107.07260/) (2021)
- [Automated Playtesting of Matching Tile Games](https://mlsanity.com/paper/1907.06570/) (2019)
- [Towards Automated Video Game Testing: Still a Long Way to Go](https://mlsanity.com/paper/2202.12777/) (2022)
- [Policy Fusion for Adaptive and Customizable Reinforcement Learning Agents](https://mlsanity.com/paper/2104.10610/) (2021)
- [Configurable Agent With Reward As Input: A Play-Style Continuum Generation](https://mlsanity.com/paper/2211.16221/) (2022)

## Built on by (most cited first, 3 of 3)

- [Real-Time Diffusion Policies for Games: Enhancing Consistency Policies with Q-Ensembles](https://mlsanity.com/paper/2503.16978/) (2025)
- [UBCL: A Reinforcement Learning Framework for Controllable and Diverse Player Behaviors](https://mlsanity.com/paper/2512.10835/) (2025)
- [Augmenting Game AI with Deep Reinforcement Learning](https://mlsanity.com/paper/2606.20210/) (2026)

## Abstract (arXiv)

Reinforcement learning has been widely successful in producing agents capable of playing games at a human level. However, this requires complex reward engineering, and the agent's resulting policy is often unpredictable. Going beyond reinforcement learning is necessary to model a wide range of human playstyles, which can be difficult to represent with a reward function. This paper presents a novel imitation learning approach to generate multiple persona policies for playtesting. Multimodal Generative Adversarial Imitation Learning (MultiGAIL) uses an auxiliary input parameter to learn distinct personas using a single-agent model. MultiGAIL is based on generative adversarial imitation learning and uses multiple discriminators as reward models, inferring the environment reward by comparing the agent and distinct expert policies. The reward from each discriminator is weighted according to the auxiliary input. Our experimental analysis demonstrates the effectiveness of our technique in two environments with continuous and discrete action spaces.
