# Human-Like Goalkeeping in a Realistic Football Simulation: a Sample-Efficient Reinforcement Learning Approach

arXiv: https://arxiv.org/abs/2510.23216 · HTML: https://mlsanity.com/paper/2510.23216/

## Key facts

- Cited by 2 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 20 of its 30 references that are in the map.
- First posted on arXiv 27 Oct 2025.

## 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, 20 of 20)

- [Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor](https://mlsanity.com/paper/1801.01290/) (2018)
- [High-Dimensional Continuous Control Using Generalized Advantage Estimation](https://mlsanity.com/paper/1506.02438/) (2015)
- [Offline Reinforcement Learning: Tutorial, Review, and Perspectives on Open Problems](https://mlsanity.com/paper/2005.01643/) (2020)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [Mastering Visual Continuous Control: Improved Data-Augmented Reinforcement Learning](https://mlsanity.com/paper/2107.09645/) (2021)
- [Efficient Online Reinforcement Learning with Offline Data](https://mlsanity.com/paper/2302.02948/) (2023)
- [Data-Efficient Reinforcement Learning with Self-Predictive Representations](https://mlsanity.com/paper/2007.05929/) (2020)
- [Bigger, Better, Faster: Human-level Atari with human-level efficiency](https://mlsanity.com/paper/2305.19452/) (2023)
- [For SALE: State-Action Representation Learning for Deep Reinforcement Learning](https://mlsanity.com/paper/2306.02451/) (2023)
- [EfficientZero V2: Mastering Discrete and Continuous Control with Limited Data](https://mlsanity.com/paper/2403.00564/) (2024)
- [Deep Reinforcement Learning for Navigation in AAA Video Games](https://mlsanity.com/paper/2011.04764/) (2020)
- [The Power of the Senses: Generalizable Manipulation from Vision and Touch through Masked Multimodal Learning](https://mlsanity.com/paper/2311.00924/) (2023)
- ["It's Unwieldy and It Takes a Lot of Time." Challenges and Opportunities for Creating Agents in Commercial Games](https://mlsanity.com/paper/2009.00541/) (2020)
- [Technical Challenges of Deploying Reinforcement Learning Agents for Game Testing in AAA Games](https://mlsanity.com/paper/2307.11105/) (2023)
- [Replay across Experiments: A Natural Extension of Off-Policy RL](https://mlsanity.com/paper/2311.15951/) (2023)
- [Advancing DRL Agents in Commercial Fighting Games: Training, Integration, and Agent-Human Alignment](https://mlsanity.com/paper/2406.01103/) (2024)
- [DeepCrawl: Deep Reinforcement Learning for Turn-based Strategy Games](https://mlsanity.com/paper/2012.01914/) (2020)
- [Small Dataset, Big Gains: Enhancing Reinforcement Learning by Offline Pre-Training with Model Based Augmentation](https://mlsanity.com/paper/2312.09844/) (2023)
- [Training Interactive Agent in Large FPS Game Map with Rule-enhanced Reinforcement Learning](https://mlsanity.com/paper/2410.04936/) (2024)
- [Minimax Exploiter: A Data Efficient Approach for Competitive Self-Play](https://mlsanity.com/paper/2311.17190/) (2023)

## Built on by (most cited first, 2 of 2)

- [Augmenting Game AI with Deep Reinforcement Learning](https://mlsanity.com/paper/2606.20210/) (2026)
- [Play Like Champions: Counterfactual Feedback Generation in Latent Space](https://mlsanity.com/paper/2607.00190/) (2026)

## Abstract (arXiv)

While several high profile video games have served as testbeds for Deep Reinforcement Learning (DRL), this technique has rarely been employed by the game industry for crafting authentic AI behaviors. Previous research focuses on training super-human agents with large models, which is impractical for game studios with limited resources aiming for human-like agents. This paper proposes a sample-efficient DRL method tailored for training and fine-tuning agents in industrial settings such as the video game industry. Our method improves sample efficiency of value-based DRL by leveraging pre-collected data and increasing network plasticity. We evaluate our method training a goalkeeper agent in EA SPORTS FC 25, one of the best-selling football simulations today. Our agent outperforms the game's built-in AI by 10% in ball saving rate. Ablation studies show that our method trains agents 50% faster compared to standard DRL methods. Finally, qualitative evaluation from domain experts indicates that our approach creates more human-like gameplay compared to hand-crafted agents. As a testament to the impact of the approach, the method has been adopted for use in the most recent release of the series.
