# Training Interactive Agent in Large FPS Game Map with Rule-enhanced Reinforcement Learning

arXiv: https://arxiv.org/abs/2410.04936 · HTML: https://mlsanity.com/paper/2410.04936/

## Key facts

- Cited by 5 papers in the map (data through 14 Oct 2026).
- Placed in RL for games and combinatorial optimization, one of 15 directions in Deep reinforcement learning methods.
- Builds on 10 of its 15 references that are in the map.
- First posted on arXiv 7 Oct 2024.

## Placed in

- Deep reinforcement learning methods / [RL for games and combinatorial optimization](https://mlsanity.com/deeprl/rl-for-games-and-combinatorial-optimization/)

## Builds on (most cited first, 10 of 10)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [High-Dimensional Continuous Control Using Generalized Advantage Estimation](https://mlsanity.com/paper/1506.02438/) (2015)
- [IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures](https://mlsanity.com/paper/1802.01561/) (2018)
- [Emergent Tool Use From Multi-Agent Autocurricula](https://mlsanity.com/paper/1909.07528/) (2019)
- [Human-level performance in first-person multiplayer games with population-based deep reinforcement learning](https://mlsanity.com/paper/1807.01281/) (2018)
- [ViZDoom: A Doom-based AI Research Platform for Visual Reinforcement Learning](https://mlsanity.com/paper/1605.02097/) (2016)
- [Playing FPS Games with Deep Reinforcement Learning](https://mlsanity.com/paper/1609.05521/) (2016)
- [Counter-Strike Deathmatch with Large-Scale Behavioural Cloning](https://mlsanity.com/paper/2104.04258/) (2021)
- [Playing Atari Games with Deep Reinforcement Learning and Human Checkpoint Replay](https://mlsanity.com/paper/1607.05077/) (2016)
- [WILD-SCAV: Benchmarking FPS Gaming AI on Unity3D-based Environments](https://mlsanity.com/paper/2210.09026/) (2022)

## Built on by (most cited first, 5 of 5)

- [Think in Games: Learning to Reason in Games via Reinforcement Learning with Large Language Models](https://mlsanity.com/paper/2508.21365/) (2025)
- [Human-Like Goalkeeping in a Realistic Football Simulation: a Sample-Efficient Reinforcement Learning Approach](https://mlsanity.com/paper/2510.23216/) (2025)
- [Human-like Bots for Tactical Shooters Using Compute-Efficient Sensors](https://mlsanity.com/paper/2501.00078/) (2024)
- [Improving Sample Efficiency in Multi-Agent Reinforcement Learning for Simulated Football Games via Exploration](https://mlsanity.com/paper/2503.13077/) (2025)
- [Combining Reinforcement Learning and Behavior Trees for NPCs in Video Games with AMD Schola](https://mlsanity.com/paper/2510.14154/) (2025)

## Abstract (arXiv)

In the realm of competitive gaming, 3D first-person shooter (FPS) games have gained immense popularity, prompting the development of game AI systems to enhance gameplay. However, deploying game AI in practical scenarios still poses challenges, particularly in large-scale and complex FPS games. In this paper, we focus on the practical deployment of game AI in the online multiplayer competitive 3D FPS game called Arena Breakout, developed by Tencent Games. We propose a novel gaming AI system named Private Military Company Agent (PMCA), which is interactable within a large game map and engages in combat with players while utilizing tactical advantages provided by the surrounding terrain. To address the challenges of navigation and combat in modern 3D FPS games, we introduce a method that combines navigation mesh (Navmesh) and shooting-rule with deep reinforcement learning (NSRL). The integration of Navmesh enhances the agent's global navigation capabilities while shooting behavior is controlled using rule-based methods to ensure controllability. NSRL employs a DRL model to predict when to enable the navigation mesh, resulting in a diverse range of behaviors for the game AI. Customized rewards for human-like behaviors are also employed to align PMCA's behavior with that of human players.
