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Advancing DRL Agents in Commercial Fighting Games: Training, Integration, and Agent-Human Alignment

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arxiv 2406.01103 v1 pith:K57ZSADN submitted 2024-06-03 cs.AI cs.HCcs.LG

classification cs.AIcs.HCcs.LG
keywords ukaitrainingcompetencefightingagentagentsdemonstratedefficiency
verification ladder T0 review T1 audit T2 compute T3 formal
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Deep Reinforcement Learning (DRL) agents have demonstrated impressive success in a wide range of game genres. However, existing research primarily focuses on optimizing DRL competence rather than addressing the challenge of prolonged player interaction. In this paper, we propose a practical DRL agent system for fighting games named Sh\=ukai, which has been successfully deployed to Naruto Mobile, a popular fighting game with over 100 million registered users. Sh\=ukai quantifies the state to enhance generalizability, introducing Heterogeneous League Training (HELT) to achieve balanced competence, generalizability, and training efficiency. Furthermore, Sh\=ukai implements specific rewards to align the agent's behavior with human expectations. Sh\=ukai's ability to generalize is demonstrated by its consistent competence across all characters, even though it was trained on only 13% of them. Additionally, HELT exhibits a remarkable 22% improvement in sample efficiency. Sh\=ukai serves as a valuable training partner for players in Naruto Mobile, enabling them to enhance their abilities and skills.

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Cited by 2 Pith papers

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

    cs.AI 2025-10 conditional novelty 6.0 of 10

    A sample-efficient SAC-based method with replay-ratio resets, offline data bootstrapping, and expert-driven fine-tuning produces a goalkeeper that outperforms the built-in AI in EA SPORTS FC 25.

  2. EvoCurr: Self-evolving Curriculum with Behavior Code Generation for Complex Decision-making

    cs.AI 2025-08 reject novelty 5.0 of 10

    EvoCurr couples an LLM curriculum designer with an LLM code-generating solver, but its only reported success is 1 of 5 runs and no direct baseline is shown.

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