# UBCL: A Reinforcement Learning Framework for Controllable and Diverse Player Behaviors

arXiv: https://arxiv.org/abs/2512.10835 · HTML: https://mlsanity.com/paper/2512.10835/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in RL for games and combinatorial optimization, one of 15 directions in Deep reinforcement learning methods.
- Builds on 24 of its 46 references that are in the map.
- First posted on arXiv 11 Dec 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, 24 of 24)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor](https://mlsanity.com/paper/1801.01290/) (2018)
- [Generative Agents: Interactive Simulacra of Human Behavior](https://mlsanity.com/paper/2304.03442/) (2023)
- [Continuous control with deep reinforcement learning](https://mlsanity.com/paper/1509.02971/) (2015)
- [Trust Region Policy Optimization](https://mlsanity.com/paper/1502.05477/) (2015)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [Diversity is All You Need: Learning Skills without a Reward Function](https://mlsanity.com/paper/1802.06070/) (2018)
- [Illuminating search spaces by mapping elites](https://mlsanity.com/paper/1504.04909/) (2015)
- [Agent57: Outperforming the Atari Human Benchmark](https://mlsanity.com/paper/2003.13350/) (2020)
- [A Practical Guide to Multi-Objective Reinforcement Learning and Planning](https://mlsanity.com/paper/2103.09568/) (2021)
- [Unity: A General Platform for Intelligent Agents](https://mlsanity.com/paper/1809.02627/) (2018)
- [Goal-Conditioned Reinforcement Learning: Problems and Solutions](https://mlsanity.com/paper/2201.08299/) (2022)
- [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)
- [Simulating Cooperative Prosocial Behavior with Multi-Agent LLMs: Evidence and Mechanisms for AI Agents to Inform Policy Decisions](https://mlsanity.com/paper/2502.12504/) (2025)
- [Automated Play-Testing Through RL Based Human-Like Play-Styles Generation](https://mlsanity.com/paper/2211.17188/) (2022)
- [Automated Playtesting of Matching Tile Games](https://mlsanity.com/paper/1907.06570/) (2019)
- [Generative Personas That Behave and Experience Like Humans](https://mlsanity.com/paper/2209.00459/) (2022)
- [RaidEnv: Exploring New Challenges in Automated Content Balancing for Boss Raid Games](https://mlsanity.com/paper/2307.01676/) (2023)
- [Configurable Agent With Reward As Input: A Play-Style Continuum Generation](https://mlsanity.com/paper/2211.16221/) (2022)
- [Towards Human-Like RL: Taming Non-Naturalistic Behavior in Deep RL via Adaptive Behavioral Costs in 3D Games](https://mlsanity.com/paper/2309.15484/) (2023)
- [Generating Personas for Games with Multimodal Adversarial Imitation Learning](https://mlsanity.com/paper/2308.07598/) (2023)
- [Adversarial Imitation Learning On Aggregated Data](https://mlsanity.com/paper/2311.08568/) (2023)

## Abstract (arXiv)

This paper introduces a reinforcement learning framework that enables controllable and diverse player behaviors without relying on human gameplay data. Existing approaches often require large-scale player trajectories, train separate models for different player types, or provide no direct mapping between interpretable behavioral parameters and the learned policy, limiting their scalability and controllability. We define player behavior in an N-dimensional continuous space and uniformly sample target behavior vectors from a region that encompasses the subset representing real human styles. During training, each agent receives both its current and target behavior vectors as input, and the reward is based on the normalized reduction in distance between them. This allows the policy to learn how actions influence behavioral statistics, enabling smooth control over attributes such as aggressiveness, mobility, and cooperativeness. A single PPO-based multi-agent policy can reproduce new or unseen play styles without retraining. Experiments conducted in a custom multi-player Unity game show that the proposed framework produces significantly greater behavioral diversity than a win-only baseline and reliably matches specified behavior vectors across diverse targets. The method offers a scalable solution for automated playtesting, game balancing, human-like behavior simulation, and replacing disconnected players in online games.
