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Discrete and Continuous Action Representation for Practical RL in Video Games

3 Pith papers cite this work. Polarity classification is still indexing.

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abstract

While most current research in Reinforcement Learning (RL) focuses on improving the performance of the algorithms in controlled environments, the use of RL under constraints like those met in the video game industry is rarely studied. Operating under such constraints, we propose Hybrid SAC, an extension of the Soft Actor-Critic algorithm able to handle discrete, continuous and parameterized actions in a principled way. We show that Hybrid SAC can successfully solve a highspeed driving task in one of our games, and is competitive with the state-of-the-art on parameterized actions benchmark tasks. We also explore the impact of using normalizing flows to enrich the expressiveness of the policy at minimal computational cost, and identify a potential undesired effect of SAC when used with normalizing flows, that may be addressed by optimizing a different objective.

years

2026 3

representative citing papers

Revisiting Action Factorization for Complex Action Spaces

cs.LG · 2026-06-25 · unverdicted · novelty 5.0

Comparative study of action factorization methods for hybrid action spaces across PPO/SAC/DQN finds branching dueling architectures effective and auto-regressive methods highest performing, with new VDN-PPO and PPO-MIX variants outperforming other PPO approaches.

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