# Learning Transferable Skills in Action RPGs via Directed Skill Graphs and Selective Adaptation

arXiv: https://arxiv.org/abs/2601.17923 · HTML: https://mlsanity.com/paper/2601.17923/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 12 of its 21 references that are in the map.
- First posted on arXiv 25 Jan 2026.

## Builds on (most cited first, 12 of 12)

- [Model-Agnostic Meta-Learning for Fast Adaptation of Deep Networks](https://mlsanity.com/paper/1703.03400/) (2017)
- [Playing Atari with Deep Reinforcement Learning](https://mlsanity.com/paper/1312.5602/) (2013)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [The Option-Critic Architecture](https://mlsanity.com/paper/1609.05140/) (2016)
- [Curriculum Learning for Reinforcement Learning Domains: A Framework and Survey](https://mlsanity.com/paper/2003.04960/) (2020)
- [Towards Continual Reinforcement Learning: A Review and Perspectives](https://mlsanity.com/paper/2012.13490/) (2020)
- [Multi-Task Reinforcement Learning with Soft Modularization](https://mlsanity.com/paper/2003.13661/) (2020)
- [Modular Lifelong Reinforcement Learning via Neural Composition](https://mlsanity.com/paper/2207.00429/) (2022)
- [Disentangling Transfer in Continual Reinforcement Learning](https://mlsanity.com/paper/2209.13900/) (2022)
- [Lifelong Incremental Reinforcement Learning with Online Bayesian Inference](https://mlsanity.com/paper/2007.14196/) (2020)
- [DHRL: A Graph-Based Approach for Long-Horizon and Sparse Hierarchical Reinforcement Learning](https://mlsanity.com/paper/2210.05150/) (2022)
- [Learning Dark Souls Combat Through Pixel Input With Neuroevolution](https://mlsanity.com/paper/2507.03793/) (2025)

## Abstract (arXiv)

Lifelong agents should expand their competence over time without retraining from scratch or overwriting previously learned behaviors. We investigate this in a challenging real-time control setting (Dark Souls III) by representing combat as a directed skill graph and training its components in a hierarchical curriculum. The resulting agent decomposes control into five reusable skills: camera control, target lock-on, movement, dodging, and a heal-attack decision policy, each optimized for a narrow responsibility. This factorization improves sample efficiency by reducing the burden on any single policy and supports selective post-training: when the environment shifts from Phase 1 to Phase 2, only a subset of skills must be adapted, while upstream skills remain transferable. Empirically, we find that targeted fine-tuning of just two skills rapidly recovers performance under a limited interaction budget, suggesting that skill-graph curricula together with selective fine-tuning offer a practical pathway toward evolving, continually learning agents in complex real-time environments.
