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Linus Gisslén

Publications and source records attributed to Linus Gisslén.

At least 19 recordsLinked to original sources

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.

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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.

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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.

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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↗

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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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Automatic Testing and Validation of Level of Detail Reductions Through Supervised Learning

Modern video games are rapidly growing in size and scale, and to create rich and interesting environments, a large amount of content is needed. As a consequence, often several thousands of detailed 3D assets are used to create a single scene. As each asset's polygon mesh can contain millions of polygons, the number of polygons that need to be drawn every frame may exceed several billions. Therefore, the computational resources often limit how many detailed objects that can be displayed in a scene. To push this limit and to optimize performance one can reduce the polygon count of the assets when possible. Basically, the idea is that an object at farther distance from the capturing camera, consequently with relatively smaller screen size, its polygon count may be reduced without affecting the perceived quality. Level of Detail (LOD) refers to the complexity level of a 3D model representation. The process of removing complexity is often called LOD reduction and can be done automatically with an algorithm or by hand by artists. However, this process may lead to deterioration of the visual quality if the different LODs differ significantly, or if LOD reduction transition is not seamless. Today the validation of these results is mainly done manually requiring an expert to visually inspect the results. However, this process is slow, mundane, and therefore prone to error. Herein we propose a method to automate this process based on the use of deep convolutional networks. We report promising results and envision that this method can be used to automate the process of LOD reduction testing and validation.

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Towards Informed Design and Validation Assistance in Computer Games Using Imitation Learning

In games, as in and many other domains, design validation and testing is a huge challenge as systems are growing in size and manual testing is becoming infeasible. This paper proposes a new approach to automated game validation and testing. Our method leverages a data-driven imitation learning technique, which requires little effort and time and no knowledge of machine learning or programming, that designers can use to efficiently train game testing agents. We investigate the validity of our approach through a user study with industry experts. The survey results show that our method is indeed a valid approach to game validation and that data-driven programming would be a useful aid to reducing effort and increasing quality of modern playtesting. The survey also highlights several open challenges. With the help of the most recent literature, we analyze the identified challenges and propose future research directions suitable for supporting and maximizing the utility of our approach.

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CCPT: Automatic Gameplay Testing and Validation with Curiosity-Conditioned Proximal Trajectories

This paper proposes a novel deep reinforcement learning algorithm to perform automatic analysis and detection of gameplay issues in complex 3D navigation environments. The Curiosity-Conditioned Proximal Trajectories (CCPT) method combines curiosity and imitation learning to train agents to methodically explore in the proximity of known trajectories derived from expert demonstrations. We show how CCPT can explore complex environments, discover gameplay issues and design oversights in the process, and recognize and highlight them directly to game designers. We further demonstrate the effectiveness of the algorithm in a novel 3D navigation environment which reflects the complexity of modern AAA video games. Our results show a higher level of coverage and bug discovery than baselines methods, and it hence can provide a valuable tool for game designers to identify issues in game design automatically.

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Improving Playtesting Coverage via Curiosity Driven Reinforcement Learning Agents

As modern games continue growing both in size and complexity, it has become more challenging to ensure that all the relevant content is tested and that any potential issue is properly identified and fixed. Attempting to maximize testing coverage using only human participants, however, results in a tedious and hard to orchestrate process which normally slows down the development cycle. Complementing playtesting via autonomous agents has shown great promise accelerating and simplifying this process. This paper addresses the problem of automatically exploring and testing a given scenario using reinforcement learning agents trained to maximize game state coverage. Each of these agents is rewarded based on the novelty of its actions, thus encouraging a curious and exploratory behaviour on a complex 3D scenario where previously proposed exploration techniques perform poorly. The curious agents are able to learn the complex navigation mechanics required to reach the different areas around the map, thus providing the necessary data to identify potential issues. Moreover, the paper also explores different visualization strategies and evaluates how to make better use of the collected data to drive design decisions and to recognize possible problems and oversights.

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Adversarial Reinforcement Learning for Procedural Content Generation

We present a new approach ARLPCG: Adversarial Reinforcement Learning for Procedural Content Generation, which procedurally generates and tests previously unseen environments with an auxiliary input as a control variable. Training RL agents over novel environments is a notoriously difficult task. One popular approach is to procedurally generate different environments to increase the generalizability of the trained agents. ARLPCG instead deploys an adversarial model with one PCG RL agent (called Generator) and one solving RL agent (called Solver). The Generator receives a reward signal based on the Solver's performance, which encourages the environment design to be challenging but not impossible. To further drive diversity and control of the environment generation, we propose using auxiliary inputs for the Generator. The benefit is two-fold: Firstly, the Solver achieves better generalization through the Generator's generated challenges. Secondly, the trained Generator can be used as a creator of novel environments that, together with the Solver, can be shown to be solvable. We create two types of 3D environments to validate our model, representing two popular game genres: a third-person platformer and a racing game. In these cases, we shows that ARLPCG has a significantly better solve ratio, and that the auxiliary inputs renders the levels creation controllable to a certain degree. For a video compilation of the results please visit https://youtu.be/z7q2PtVsT0I.

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