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Alessandro Sestini

Publications and source records attributed to Alessandro Sestini.

At least 19 recordsLinked to original sources

Reward-Adaptive Iterative Discovery: A Case Study on Automated Game Testing for NHL26

Testing is a major effort for the gaming industry, requiring a significant part of development budget and people power. We present a case study on a development version of the ice hockey game EA SPORTS NHL 26, for which human playtesters test the goalie AI for behavioral exploits. To reduce the effort of re-testing the goalie AI after every game or behavior modification in the development phase, we propose Reward-Adaptive Iterative Discovery (RAID), a novel approach to automatically find exploits using an iterative Reinforcement Learning (RL) approach that trains a population of goal scoring agents. While previous approaches can already successfully find exploits, RL algorithms tend to overfit to a single solution. We introduce a simple extension on top of existing RL algorithms, such that they find multiple diverse high-quality solutions. For our first deployment of this approach, within a single experiment we were able to find six hockey scoring exploit strategies that were qualitatively similar to those that playtesters had found in hours-long manual testing sessions.

cs.LG

Hierarchical Control in Multi-Agent Games: LLM-based Planning and RL Execution

Reinforcement learning (RL) has achieved strong performance in sequential decision-making, yet scaling to complex multi-agent environments remains challenging due to sparse rewards, large state-action spaces, and the difficulty of learning coordinated strategies. We propose a hierarchical architecture where a pretrained large language model (LLM) acts as a centralized strategic controller that selects among specialized RL skill policies for a team of agents, while RL policies handle reactive low-level execution. We evaluate this hybrid system in a competitive 2v2 King of the Hill environment against behavior tree (BT) and \emph{``Flat''} RL (end-to-end training without skill decomposition) baselines. The LLM+RL system achieves task performance statistically equivalent to hand-crafted BT (46.4\% vs 51.5\% win rate, $p=0.103$) while both significantly outperform Flat RL trained without skill decomposition. A user study ($n=15$) reveals that 60\% of participants perceive LLM+RL agents as the most human-like ($p=0.027$), citing behavioral adaptability and tactical variability. These results demonstrate that pretrained LLM reasoning can effectively orchestrate pretrained RL skills, achieving competitive multi-agent coordination and superior perceived believability without manual rule engineering.

cs.LG

Augmenting Game AI with Deep Reinforcement Learning

Immersion in video games depends not only on graphics, audio, and game mechanics, but also on the quality of in-game characters. Producing believable characters, or game AI, remains a significant challenge as behavioral complexity is hard to capture with hand-coded systems. Game AI is a source of immersion and engagement; however, the limitations stemming from the challenges of creating game AI often lead to frustration and the breaking of the illusion of realism within the game. The introduction of machine learning models opens the door to creating more believable, authentic, and relatable characters in games. The promise is that they either learn from interacting with the game, or from player data, to develop true human-like behavior. In this paper, we envision more applications of reinforcement learning for game AI in the future. For this to materialize, current research limitations are prohibitive to broad deployment across game genres. Therefore, we propose a framework for training reinforcement learning models with a set of requirements in mind that are suited towards game AI and game development. We present examples of games with reinforcement learning-augmented game AI and describe the practicalities of deploying player-facing machine learning agents in modern games. Furthermore, we identify bottlenecks and hard problems in these areas, which we believe offer promising research directions to accelerate the adoption of machine learning in game AI for the video game industry.

cs.AI

SOPE: Stabilizing Off-Policy Evaluation for Online RL with Prior Data

Incorporating prior data into online reinforcement learning accelerates training but typically forces a difficult trade-off between high computational costs and long, multi-stage training pipelines. While fixed-length stabilization phases are significantly more computationally efficient than static update schedules, they require task-dependent manual tuning, risking either the waste of prior knowledge or severe overfitting. To address this, we propose SOPE, an algorithm that uses an actor-aligned Off-Policy Policy Evaluation (OPE) signal as an automated early-stopping mechanism to dynamically control the length of offline training phases. By evaluating the critic on a held-out validation split under the current policy's action distribution, SOPE halts gradient updates exactly when out-of-distribution benefits saturate, eliminating the need for manual schedule tuning. Evaluated on 25 continuous control tasks from the Minari benchmark suite, SOPE improves baseline performance by up to 45.6% while reducing the required TFLOPs by up to 22x, thus balancing the tradeoff between sample and computational efficiency. These findings demonstrate that adaptive, evaluation-driven update schedules are more effective than relying on static, exhaustive update schedules.

cs.LG

Human-Like Goalkeeping in a Realistic Football Simulation: a Sample-Efficient Reinforcement Learning Approach

While several high profile video games have served as testbeds for Deep Reinforcement Learning (DRL), this technique has rarely been employed by the game industry for crafting authentic AI behaviors. Previous research focuses on training super-human agents with large models, which is impractical for game studios with limited resources aiming for human-like agents. This paper proposes a sample-efficient DRL method tailored for training and fine-tuning agents in industrial settings such as the video game industry. Our method improves sample efficiency of value-based DRL by leveraging pre-collected data and increasing network plasticity. We evaluate our method training a goalkeeper agent in EA SPORTS FC 25, one of the best-selling football simulations today. Our agent outperforms the game's built-in AI by 10% in ball saving rate. Ablation studies show that our method trains agents 50% faster compared to standard DRL methods. Finally, qualitative evaluation from domain experts indicates that our approach creates more human-like gameplay compared to hand-crafted agents. As a testament to the impact of the approach, the method has been adopted for use in the most recent release of the series.

cs.AI

Self-correcting Reward Shaping via Language Models for Reinforcement Learning Agents in Games

Reinforcement Learning (RL) in games has gained significant momentum in recent years, enabling the creation of different agent behaviors that can transform a player's gaming experience. However, deploying RL agents in production environments presents two key challenges: (1) designing an effective reward function typically requires an RL expert, and (2) when a game's content or mechanics are modified, previously tuned reward weights may no longer be optimal. Towards the latter challenge, we propose an automated approach for iteratively fine-tuning an RL agent's reward function weights, based on a user-defined language based behavioral goal. A Language Model (LM) proposes updated weights at each iteration based on this target behavior and a summary of performance statistics from prior training rounds. This closed-loop process allows the LM to self-correct and refine its output over time, producing increasingly aligned behavior without the need for manual reward engineering. We evaluate our approach in a racing task and show that it consistently improves agent performance across iterations. The LM-guided agents show a significant increase in performance from $9\%$ to $74\%$ success rate in just one iteration. We compare our LM-guided tuning against a human expert's manual weight design in the racing task: by the final iteration, the LM-tuned agent achieved an $80\%$ success rate, and completed laps in an average of $855$ time steps, a competitive performance against the expert-tuned agent's peak $94\%$ success, and $850$ time steps.

cs.AI

TROFI: Trajectory-Ranked Offline Inverse Reinforcement Learning

In offline reinforcement learning, agents are trained using only a fixed set of stored transitions derived from a source policy. However, this requires that the dataset be labeled by a reward function. In applied settings such as video game development, the availability of the reward function is not always guaranteed. This paper proposes Trajectory-Ranked OFfline Inverse reinforcement learning (TROFI), a novel approach to effectively learn a policy offline without a pre-defined reward function. TROFI first learns a reward function from human preferences, which it then uses to label the original dataset making it usable for training the policy. In contrast to other approaches, our method does not require optimal trajectories. Through experiments on the D4RL benchmark we demonstrate that TROFI consistently outperforms baselines and performs comparably to using the ground truth reward to learn policies. Additionally, we validate the efficacy of our method in a 3D game environment. Our studies of the reward model highlight the importance of the reward function in this setting: we show that to ensure the alignment of a value function to the actual future discounted reward, it is fundamental to have a well-engineered and easy-to-learn reward function.

cs.LG

Real-Time Diffusion Policies for Games: Enhancing Consistency Policies with Q-Ensembles

Diffusion models have shown impressive performance in capturing complex and multi-modal action distributions for game agents, but their slow inference speed prevents practical deployment in real-time game environments. While consistency models offer a promising approach for one-step generation, they often suffer from training instability and performance degradation when applied to policy learning. In this paper, we present CPQE (Consistency Policy with Q-Ensembles), which combines consistency models with Q-ensembles to address these challenges.CPQE leverages uncertainty estimation through Q-ensembles to provide more reliable value function approximations, resulting in better training stability and improved performance compared to classic double Q-network methods. Our extensive experiments across multiple game scenarios demonstrate that CPQE achieves inference speeds of up to 60 Hz -- a significant improvement over state-of-the-art diffusion policies that operate at only 20 Hz -- while maintaining comparable performance to multi-step diffusion approaches. CPQE consistently outperforms state-of-the-art consistency model approaches, showing both higher rewards and enhanced training stability throughout the learning process. These results indicate that CPQE offers a practical solution for deploying diffusion-based policies in games and other real-time applications where both multi-modal behavior modeling and rapid inference are critical requirements.

cs.AI

SPEQ: Offline Stabilization Phases for Efficient Q-Learning in High Update-To-Data Ratio Reinforcement Learning

High update-to-data (UTD) ratio algorithms in reinforcement learning (RL) improve sample efficiency but incur high computational costs, limiting real-world scalability. We propose Offline Stabilization Phases for Efficient Q-Learning (SPEQ), an RL algorithm that combines low-UTD online training with periodic offline stabilization phases. During these phases, Q-functions are fine-tuned with high UTD ratios on a fixed replay buffer, reducing redundant updates on suboptimal data. This structured training schedule optimally balances computational and sample efficiency, addressing the limitations of both high and low UTD ratio approaches. We empirically demonstrate that SPEQ requires from 40% to 99% fewer gradient updates and 27% to 78% less training time compared to state-of-the-art high UTD ratio methods while maintaining or surpassing their performance on the MuJoCo continuous control benchmark. Our findings highlight the potential of periodic stabilization phases as an effective alternative to conventional training schedules, paving the way for more scalable reinforcement learning solutions in real-world applications where computational resources are constrained.

cs.LG

Improving Sample Efficiency in Multi-Agent Reinforcement Learning for Simulated Football Games via Exploration

Multi-agent reinforcement learning has shown promise in learning cooperative behaviors in team-based environments. However, such methods often demand extensive training time, which inhibits their application for game-AI in standard game development. For instance, the state-of-the-art method TiZero takes 40 days to train high-quality policies for a football environment. In this paper, we hypothesize that better exploration mechanisms can improve the sample efficiency of multi-agent methods. Thereby, we propose utilizing a random network distillation bonus within the multi-agent TiZero framework, aiming to promote exploration. Additionally, we introduce architectural modifications to the original algorithm to enhance TiZero's computational efficiency. We evaluate the sample efficiency of our approach against original TiZero through extensive experiments. Our results show that random network distillation improves the sample efficiency per training phase by 13.3% compared with the original TiZero, enhancing generalization and adaptability to previously difficult scenarios. This highlights the better applicability of our variant in practical game development settings. Lastly, we qualitatively evaluate the gameplay of the produced models against a heuristic AI. We find that random network distillation leads to a higher accuracy in shooting, and it achieves higher behavioral stability as shown by the lower standard deviation achieved in gameplay metrics. The code is available at https://github.com/electronicarts/marling.

cs.LG

Improving Conditional Level Generation using Automated Validation in Match-3 Games

Generative models for level generation have shown great potential in game production. However, they often provide limited control over the generation, and the validity of the generated levels is unreliable. Despite this fact, only a few approaches that learn from existing data provide the users with ways of controlling the generation, simultaneously addressing the generation of unsolvable levels. %One of the main challenges it faces is that levels generated through automation may not be solvable thus requiring validation. are not always engaging, challenging, or even solvable. This paper proposes Avalon, a novel method to improve models that learn from existing level designs using difficulty statistics extracted from gameplay. In particular, we use a conditional variational autoencoder to generate layouts for match-3 levels, conditioning the model on pre-collected statistics such as game mechanics like difficulty and relevant visual features like size and symmetry. Our method is general enough that multiple approaches could potentially be used to generate these statistics. We quantitatively evaluate our approach by comparing it to an ablated model without difficulty conditioning. Additionally, we analyze both quantitatively and qualitatively whether the style of the dataset is preserved in the generated levels. Our approach generates more valid levels than the same method without difficulty conditioning.

cs.LG

A Benchmark Environment for Offline Reinforcement Learning in Racing Games

Offline Reinforcement Learning (ORL) is a promising approach to reduce the high sample complexity of traditional Reinforcement Learning (RL) by eliminating the need for continuous environmental interactions. ORL exploits a dataset of pre-collected transitions and thus expands the range of application of RL to tasks in which the excessive environment queries increase training time and decrease efficiency, such as in modern AAA games. This paper introduces OfflineMania a novel environment for ORL research. It is inspired by the iconic TrackMania series and developed using the Unity 3D game engine. The environment simulates a single-agent racing game in which the objective is to complete the track through optimal navigation. We provide a variety of datasets to assess ORL performance. These datasets, created from policies of varying ability and in different sizes, aim to offer a challenging testbed for algorithm development and evaluation. We further establish a set of baselines for a range of Online RL, ORL, and hybrid Offline to Online RL approaches using our environment.

cs.AI

Reinforcement Learning for High-Level Strategic Control in Tower Defense Games

In strategy games, one of the most important aspects of game design is maintaining a sense of challenge for players. Many mobile titles feature quick gameplay loops that allow players to progress steadily, requiring an abundance of levels and puzzles to prevent them from reaching the end too quickly. As with any content creation, testing and validation are essential to ensure engaging gameplay mechanics, enjoyable game assets, and playable levels. In this paper, we propose an automated approach that can be leveraged for gameplay testing and validation that combines traditional scripted methods with reinforcement learning, reaping the benefits of both approaches while adapting to new situations similarly to how a human player would. We test our solution on a popular tower defense game, Plants vs. Zombies. The results show that combining a learned approach, such as reinforcement learning, with a scripted AI produces a higher-performing and more robust agent than using only heuristic AI, achieving a 57.12% success rate compared to 47.95% in a set of 40 levels. Moreover, the results demonstrate the difficulty of training a general agent for this type of puzzle-like game.

cs.LG

Leveraging Large Language Models for Efficient Failure Analysis in Game Development

In games, and more generally in the field of software development, early detection of bugs is vital to maintain a high quality of the final product. Automated tests are a powerful tool that can catch a problem earlier in development by executing periodically. As an example, when new code is submitted to the code base, a new automated test verifies these changes. However, identifying the specific change responsible for a test failure becomes harder when dealing with batches of changes -- especially in the case of a large-scale project such as a AAA game, where thousands of people contribute to a single code base. This paper proposes a new approach to automatically identify which change in the code caused a test to fail. The method leverages Large Language Models (LLMs) to associate error messages with the corresponding code changes causing the failure. We investigate the effectiveness of our approach with quantitative and qualitative evaluations. Our approach reaches an accuracy of 71% in our newly created dataset, which comprises issues reported by developers at EA over a period of one year. We further evaluated our model through a user study to assess the utility and usability of the tool from a developer perspective, resulting in a significant reduction in time -- up to 60% -- spent investigating issues.

cs.LG

Improving Generalization in Game Agents with Data Augmentation in Imitation Learning

Imitation learning is an effective approach for training game-playing agents and, consequently, for efficient game production. However, generalization - the ability to perform well in related but unseen scenarios - is an essential requirement that remains an unsolved challenge for game AI. Generalization is difficult for imitation learning agents because it requires the algorithm to take meaningful actions outside of the training distribution. In this paper we propose a solution to this challenge. Inspired by the success of data augmentation in supervised learning, we augment the training data so the distribution of states and actions in the dataset better represents the real state-action distribution. This study evaluates methods for combining and applying data augmentations to observations, to improve generalization of imitation learning agents. It also provides a performance benchmark of these augmentations across several 3D environments. These results demonstrate that data augmentation is a promising framework for improving generalization in imitation learning agents.

cs.LG

Small Dataset, Big Gains: Enhancing Reinforcement Learning by Offline Pre-Training with Model Based Augmentation

Offline reinforcement learning leverages pre-collected datasets of transitions to train policies. It can serve as effective initialization for online algorithms, enhancing sample efficiency and speeding up convergence. However, when such datasets are limited in size and quality, offline pre-training can produce sub-optimal policies and lead to degraded online reinforcement learning performance. In this paper we propose a model-based data augmentation strategy to maximize the benefits of offline reinforcement learning pre-training and reduce the scale of data needed to be effective. Our approach leverages a world model of the environment trained on the offline dataset to augment states during offline pre-training. We evaluate our approach on a variety of MuJoCo robotic tasks and our results show it can jump-start online fine-tuning and substantially reduce - in some cases by an order of magnitude - the required number of environment interactions.

cs.LG

Generating Personas for Games with Multimodal Adversarial Imitation Learning

Reinforcement learning has been widely successful in producing agents capable of playing games at a human level. However, this requires complex reward engineering, and the agent's resulting policy is often unpredictable. Going beyond reinforcement learning is necessary to model a wide range of human playstyles, which can be difficult to represent with a reward function. This paper presents a novel imitation learning approach to generate multiple persona policies for playtesting. Multimodal Generative Adversarial Imitation Learning (MultiGAIL) uses an auxiliary input parameter to learn distinct personas using a single-agent model. MultiGAIL is based on generative adversarial imitation learning and uses multiple discriminators as reward models, inferring the environment reward by comparing the agent and distinct expert policies. The reward from each discriminator is weighted according to the auxiliary input. Our experimental analysis demonstrates the effectiveness of our technique in two environments with continuous and discrete action spaces.

cs.LG

Technical Challenges of Deploying Reinforcement Learning Agents for Game Testing in AAA Games

Going from research to production, especially for large and complex software systems, is fundamentally a hard problem. In large-scale game production, one of the main reasons is that the development environment can be very different from the final product. In this technical paper we describe an effort to add an experimental reinforcement learning system to an existing automated game testing solution based on scripted bots in order to increase its capacity. We report on how this reinforcement learning system was integrated with the aim to increase test coverage similar to [1] in a set of AAA games including Battlefield 2042 and Dead Space (2023). The aim of this technical paper is to show a use-case of leveraging reinforcement learning in game production and cover some of the largest time sinks anyone who wants to make the same journey for their game may encounter. Furthermore, to help the game industry to adopt this technology faster, we propose a few research directions that we believe will be valuable and necessary for making machine learning, and especially reinforcement learning, an effective tool in game production.

cs.SE