mlsanityData to 14 Oct 2026

For How Long Should We Be Punching? Learning Action Duration in Fighting Games

arXiv 2605.20911 ↗First posted 20 May 2026cs.AI cs.LGcited by 1

On the map: Deep reinforcement learning methods → Deep RL algorithms and representations

Abstract (arXiv)

Fighting games such as Street Fighter II present unique challenges to reinforcement learning (RL) agents due to their fast-paced, real-time nature. In most RL frameworks, agents are hard-coded to make decisions at a fixed interval, typically every frame or every N frames. Although this design ensures timely responses, it restricts the agent's ability to adjust its reaction timing. Acting every frame grants frame-perfect reflexes, which are unrealistic compared to human players, whereas longer fixed intervals reduce computational cost but hinder responsiveness. We consider an alternative decision-making framework in which the agent learns not only what action to take but also for how long to execute it. By jointly predicting both action and duration, the agent can dynamically adapt its responsiveness to different situations in the game. We implement this method using the open-source FightLadder environment with agents trained against scripted built-in bots, systematically testing different frame skip configurations to analyze their influence on performance, responsiveness, and learned behavior. Experiments show that learned timing can match the performance of well-chosen fixed frame skips and encourages repeatable action patterns, but does not ensure robustness on its own. In most cases, we see agents performing best with consistently high frame skip values (i.e., low responsiveness). This strategy makes it easier to learn exploitative strategies where the same action is repeated over and over, which the scripted bots appear to be susceptible to.

Key facts. Cited by 1 paper in the map (data through 14 Oct 2026). Placed in Deep RL algorithms and representations, one of 15 directions in Deep reinforcement learning methods. Builds on 4 of its 10 references that are in the map. First posted on arXiv 20 May 2026.

Builds on

4 of 10 references.

Closest ancestors · 1

Same direction, newest first

  1. 2025Toward Agents That Reason About Their Computation26 Oct

Other references · 3

  1. 2017Proximal Policy Optimization Algorithmscited by 15,215
  2. 2021An Analysis of Frame-skipping in Reinforcement Learningcited by 18
  3. 2024FightLadder: A Benchmark for Competitive Multi-Agent Reinforcement Learningcited by 13

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Cited by year (2026 to 14 Oct)

Citing papers per year: 2026: 1.

1 paper.

Similar, not cited

Close in wording, no citation either way

  1. 2025Enhancing Player Enjoyment with a Two-Tier DRL and LLM-Based Agent System for Fighting Games
  2. 2026COMBAT: Conditional World Models for Behavioral Agent Training
  3. 2025Adaptive Action Duration with Contextual Bandits for Deep Reinforcement Learning in Dynamic Environments
  4. 2024Overcoming Slow Decision Frequencies in Continuous Control: Model-Based Sequence Reinforcement Learning for Model-Free Control
  5. 2024Enabling Realtime Reinforcement Learning at Scale with Staggered Asynchronous Inference
  6. 2026RPG: Robust Policy Gating for Smooth Multi-Skill Transitions in Humanoid Fighting
  7. 2026Player-1: Learning to Play from Synthetic Experience
  8. 2026Synthesizing Reactive Character Behaviors for Continuous Games via Programmatic Policy Search