# Constrained Command-Conditioned Reinforcement Learning with Bandit Strategy Selection in Real-Time Strategy Games

arXiv: https://arxiv.org/abs/2610.11663 · HTML: https://mlsanity.com/paper/2610.11663/

## 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 9 of its 44 references that are in the map.
- First posted on arXiv 8 Oct 2026.

## 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, 9 of 9)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [FiLM: Visual Reasoning with a General Conditioning Layer](https://mlsanity.com/paper/1709.07871/) (2017)
- [High-Dimensional Continuous Control Using Generalized Advantage Estimation](https://mlsanity.com/paper/1506.02438/) (2015)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [Reward Constrained Policy Optimization](https://mlsanity.com/paper/1805.11074/) (2018)
- [Gym-μRTS: Toward Affordable Full Game Real-time Strategy Games Research with Deep Reinforcement Learning](https://mlsanity.com/paper/2105.13807/) (2021)
- [High-Level Strategy Selection under Partial Observability in StarCraft: Brood War](https://mlsanity.com/paper/1811.08568/) (2018)
- [A Competition Winning Deep Reinforcement Learning Agent in microRTS](https://mlsanity.com/paper/2402.08112/) (2024)
- [InnateCoder: Learning Programmatic Options with Foundation Models](https://mlsanity.com/paper/2505.12508/) (2025)

## Abstract (arXiv)

Deep reinforcement learning agents reach strong performance in real-time strategy games but can be brittle against opponents outside their training distribution. Separating strategic command selection from learned unit control allows different strategies to be selected for different opponents while reusing the same execution policy. This requires an executor that can follow different commands and measurable criteria for assessing whether it does so. We introduce a constrained command-conditioned Proximal Policy Optimization (PPO) policy, the executor, for MicroRTS, a real-time strategy environment. Discrete commands specify strategic objectives and behavioral requirements for economy, army composition, military posture, and worker policy over multiple environment steps; the executor determines the unit-level actions used to fulfill them. A Thompson-sampling bandit acts as the strategist, selecting command tuples from an estimate of the opponent's strategy built from in-game observations rather than opponent identity. In a controlled comparison with a flat PPO baseline trained with the same architecture, budget, curriculum and self-play league, the strategist-executor system wins significantly more often against three of the four strongest opponents on a training map, including the two strongest held-out ones (0.55 to 0.97 and 0.01 to 0.34), with no significant difference against the others.
