mlsanityData to 14 Oct 2026

Towards Human-Like RL: Taming Non-Naturalistic Behavior in Deep RL via Adaptive Behavioral Costs in 3D Games

arXiv 2309.15484 ↗First posted 27 Sep 2023cs.AIcited by 4

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Abstract (arXiv)

In this paper, we propose a new approach called Adaptive Behavioral Costs in Reinforcement Learning (ABC-RL) for training a human-like agent with competitive strength. While deep reinforcement learning agents have recently achieved superhuman performance in various video games, some of these unconstrained agents may exhibit actions, such as shaking and spinning, that are not typically observed in human behavior, resulting in peculiar gameplay experiences. To behave like humans and retain similar performance, ABC-RL augments behavioral limitations as cost signals in reinforcement learning with dynamically adjusted weights. Unlike traditional constrained policy optimization, we propose a new formulation that minimizes the behavioral costs subject to a constraint of the value function. By leveraging the augmented Lagrangian, our approach is an approximation of the Lagrangian adjustment, which handles the trade-off between the performance and the human-like behavior. Through experiments conducted on 3D games in DMLab-30 and Unity ML-Agents Toolkit, we demonstrate that ABC-RL achieves the same performance level while significantly reducing instances of shaking and spinning. These findings underscore the effectiveness of our proposed approach in promoting more natural and human-like behavior during gameplay.

Key facts. Cited by 4 papers in the map (data through 14 Oct 2026). Builds on 26 of its 39 references that are in the map. First posted on arXiv 27 Sep 2023.

Builds on

26 of 39 references.

References · 26

  1. 2017Proximal Policy Optimization Algorithmscited by 15,215
  2. 2016Asynchronous Methods for Deep Reinforcement Learningcited by 2,258
  3. 2020Conservative Q-Learning for Offline Reinforcement Learningcited by 1,809
  4. 2015Deep Reinforcement Learning with Double Q-learningcited by 1,745
  5. 2016Generative Adversarial Imitation Learningcited by 1,597
  6. 2019Dota 2 with Large Scale Deep Reinforcement Learningcited by 1,103
  7. 2017Constrained Policy Optimizationcited by 983
  8. 2015Dueling Network Architectures for Deep Reinforcement Learningcited by 785
  9. 2018Reward Constrained Policy Optimizationcited by 417
  10. 2015Risk-Constrained Reinforcement Learning with Percentile Risk Criteriacited by 337
  11. 2020Agent57: Outperforming the Atari Human Benchmarkcited by 303
  12. 2018Distributed Prioritized Experience Replaycited by 269
14 more
  1. 2018Human-level performance in first-person multiplayer games with population-based deep reinforcement learningcited by 264
  2. 2018Unity: A General Platform for Intelligent Agentscited by 236
  3. 2020Projection-Based Constrained Policy Optimizationcited by 203
  4. 2019IPO: Interior-point Policy Optimization under Constraintscited by 132
  5. 2023Extreme Q-Learning: MaxEnt RL without Entropycited by 116
  6. 2021Modeling Strong and Human-Like Gameplay with KL-Regularized Searchcited by 50
  7. 2019Human-Like Autonomous Car-Following Model with Deep Reinforcement Learningcited by 48
  8. 2020Reinforcement learning with human advice: a surveycited by 24
  9. 2021Navigation Turing Test (NTT): Learning to Evaluate Human-Like Navigationcited by 17
  10. 2022Automated Play-Testing Through RL Based Human-Like Play-Styles Generationcited by 11
  11. 2023Navigates Like Me: Understanding How People Evaluate Human-Like AI in Video Gamescited by 11
  12. 2022A Rubric for Human-like Agents and NeuroAIcited by 8
  13. 2018Leveraging human knowledge in tabular reinforcement learning: A study of human subjectscited by 7
  14. 2020Deep Reinforcement Learning for Human-Like Driving Policies in Collision Avoidance Tasks of Self-Driving Carscited by 7

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Cited by year (2026 to 14 Oct)

Citing papers per year: 2025: 2; 2026: 2.

4 papers.