mlsanityData to 7 Oct 2026

Synthesizing Reactive Character Behaviors for Continuous Games via Programmatic Policy Search

arXiv 2609.24025 ↗First posted 21 Sep 2026cs.AIcited by 0

On the map: LLM agents and tool use → Reinforcement learning for LLM agents

Abstract (arXiv)

We present a method for synthesizing reactive character behaviors for continuous games as compact, human-readable programs. Game AI practice still relies heavily on manually authored behavior trees, state machines, and scripts, while academic reinforcement learning typically produces opaque neural controllers that are expensive to train and difficult to edit. Our approach bridges this gap by searching directly over a domain-specific language for continuous-space game policies. The language is designed around reactive geometric decisions and includes higher-order constructs such as direction maximization. These constructs help discretize a continuous behavior space into enumerable program structures. To make program search practical, we introduce a large set of synthesis antipatterns that remove redundant program forms while preserving behavioral coverage. We further combine bottom-up symbolic enumeration with top-down guidance from a coding agent. Our resulting method, agentic sketching, has the agent propose high-level policy structure and call an enumerator to complete local program slots. We evaluate the method on a benchmark of 14 continuous games, ranging from classic control tasks to multi-agent football. We find that pure enumeration is often more efficient than using a coding agent alone, while the combined method substantially outperforms both. Our results suggest that programmatic policy search can be a practical authoring tool for game AI: designers specify reward functions, and the system discovers editable behaviors that are effective, portable, and often surprising.

Key facts. No citing papers in the map yet (data through 7 Oct 2026). Placed in Reinforcement learning for LLM agents, one of 16 directions in LLM agents and tool use. Builds on 17 of its 61 references that are in the map. First posted on arXiv 21 Sep 2026.

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17 of 61 references.

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  1. 2025Agents Play Thousands of 3D Video Games17 Mar

Other references · 16

  1. 2017Proximal Policy Optimization Algorithmscited by 14,441
  2. 2017Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environmentscited by 1,519
  3. 2019Dota 2 with Large Scale Deep Reinforcement Learningcited by 1,084
  4. 2017Rainbow: Combining Improvements in Deep Reinforcement Learningcited by 774
  5. 2019The StarCraft Multi-Agent Challengecited by 589
  6. 2017StarCraft II: A New Challenge for Reinforcement Learningcited by 268
  7. 2019Google Research Football: A Novel Reinforcement Learning Environmentcited by 257
  8. 2018Unity: A General Platform for Intelligent Agentscited by 232
  9. 2019The Hanabi Challenge: A New Frontier for AI Researchcited by 194
  10. 2018Programmatically Interpretable Reinforcement Learningcited by 192
  11. 2017Behavior Trees in Robotics and AI: An Introductioncited by 105
  12. 2021A Survey on Interpretable Reinforcement Learningcited by 70
4 more
  1. 2020A Survey of Behavior Trees in Robotics and AIcited by 53
  2. 2024Synthesizing Programmatic Reinforcement Learning Policies with Large Language Model Guided Searchcited by 13
  3. 2018Evolving simple programs for playing Atari gamescited by 8
  4. 2023Program Synthesis with Best-First Bottom-Up Searchcited by 7

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