# Reinforcement Learning Agent for a 2D Shooter Game

arXiv: https://arxiv.org/abs/2509.15042 · HTML: https://mlsanity.com/paper/2509.15042/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in Imitation learning methods, one of 13 directions in Offline RL and imitation learning from data.
- Builds on 7 of its 17 references that are in the map.
- First posted on arXiv 18 Sep 2025.

## Placed in

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

## Builds on (most cited first, 7 of 7)

- [End to End Learning for Self-Driving Cars](https://mlsanity.com/paper/1604.07316/) (2016)
- [QT-Opt: Scalable Deep Reinforcement Learning for Vision-Based Robotic Manipulation](https://mlsanity.com/paper/1806.10293/) (2018)
- [Behavioral Cloning from Observation](https://mlsanity.com/paper/1805.01954/) (2018)
- [Deep Reinforcement Learning: An Overview](https://mlsanity.com/paper/1701.07274/) (2017)
- [ViZDoom: A Doom-based AI Research Platform for Visual Reinforcement Learning](https://mlsanity.com/paper/1605.02097/) (2016)
- [SQIL: Imitation Learning via Reinforcement Learning with Sparse Rewards](https://mlsanity.com/paper/1905.11108/) (2019)
- [Behavioural Cloning in VizDoom](https://mlsanity.com/paper/2401.03993/) (2024)

## Abstract (arXiv)

Reinforcement learning agents in complex game environments often suffer from sparse rewards, training instability, and poor sample efficiency. This paper presents a hybrid training approach that combines offline imitation learning with online reinforcement learning for a 2D shooter game agent. We implement a multi-head neural network with separate outputs for behavioral cloning and Q-learning, unified by shared feature extraction layers with attention mechanisms. Initial experiments using pure deep Q-Networks exhibited significant instability, with agents frequently reverting to poor policies despite occasional good performance. To address this, we developed a hybrid methodology that begins with behavioral cloning on demonstration data from rule-based agents, then transitions to reinforcement learning. Our hybrid approach achieves consistently above 70% win rate against rule-based opponents, substantially outperforming pure reinforcement learning methods which showed high variance and frequent performance degradation. The multi-head architecture enables effective knowledge transfer between learning modes while maintaining training stability. Results demonstrate that combining demonstration-based initialization with reinforcement learning optimization provides a robust solution for developing game AI agents in complex multi-agent environments where pure exploration proves insufficient.
