# Synthesizing Reactive Character Behaviors for Continuous Games via Programmatic Policy Search

arXiv: https://arxiv.org/abs/2609.24025 · HTML: https://mlsanity.com/paper/2609.24025/

## Key facts

- No citing papers in the map yet (data through 14 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.

## Placed in

- LLM agents and tool use / [Reinforcement learning for LLM agents](https://mlsanity.com/agents/reinforcement-learning-for-llm-agents/)

## Builds on (most cited first, 17 of 17)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments](https://mlsanity.com/paper/1706.02275/) (2017)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [Rainbow: Combining Improvements in Deep Reinforcement Learning](https://mlsanity.com/paper/1710.02298/) (2017)
- [The StarCraft Multi-Agent Challenge](https://mlsanity.com/paper/1902.04043/) (2019)
- [StarCraft II: A New Challenge for Reinforcement Learning](https://mlsanity.com/paper/1708.04782/) (2017)
- [Google Research Football: A Novel Reinforcement Learning Environment](https://mlsanity.com/paper/1907.11180/) (2019)
- [Unity: A General Platform for Intelligent Agents](https://mlsanity.com/paper/1809.02627/) (2018)
- [The Hanabi Challenge: A New Frontier for AI Research](https://mlsanity.com/paper/1902.00506/) (2019)
- [Programmatically Interpretable Reinforcement Learning](https://mlsanity.com/paper/1804.02477/) (2018)
- [Behavior Trees in Robotics and AI: An Introduction](https://mlsanity.com/paper/1709.00084/) (2017)
- [A Survey on Interpretable Reinforcement Learning](https://mlsanity.com/paper/2112.13112/) (2021)
- [A Survey of Behavior Trees in Robotics and AI](https://mlsanity.com/paper/2005.05842/) (2020)
- [Synthesizing Programmatic Reinforcement Learning Policies with Large Language Model Guided Search](https://mlsanity.com/paper/2405.16450/) (2024)
- [Agents Play Thousands of 3D Video Games](https://mlsanity.com/paper/2503.13356/) (2025)
- [Evolving simple programs for playing Atari games](https://mlsanity.com/paper/1806.05695/) (2018)
- [Program Synthesis with Best-First Bottom-Up Search](https://mlsanity.com/paper/2310.04327/) (2023)

## 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.
