15.5SEAug 15, 2022
Towards Informed Design and Validation Assistance in Computer Games Using Imitation LearningAlessandro Sestini, Joakim Bergdahl, Konrad Tollmar et al.
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.
9.9SEJul 19, 2023
Technical Challenges of Deploying Reinforcement Learning Agents for Game Testing in AAA GamesJonas Gillberg, Joakim Bergdahl, Alessandro Sestini et al.
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.
2.6LGSep 10, 2024
Improving Conditional Level Generation using Automated Validation in Match-3 GamesMonica Villanueva Aylagas, Joakim Bergdahl, Jonas Gillberg et al.
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.
6.3LGJul 8
Reward-Adaptive Iterative Discovery: A Case Study on Automated Game Testing for NHL26Florian Fuchs, Jessy Gosselin-Grant, Boris Skuin et al.
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.
10.0LGJun 18
Hierarchical Control in Multi-Agent Games: LLM-based Planning and RL ExecutionJannik Hösch, Alessandro Sestini, Florian Fuchs et al.
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.
9.1AIJun 18
Augmenting Game AI with Deep Reinforcement LearningAlessandro Sestini, Joakim Bergdahl, Amir Baghi et al.
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.
4.1LGJun 27, 2025
TROFI: Trajectory-Ranked Offline Inverse Reinforcement LearningAlessandro Sestini, Joakim Bergdahl, Konrad Tollmar et al.
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.
6.4LGJun 12, 2024
Reinforcement Learning for High-Level Strategic Control in Tower Defense GamesJoakim Bergdahl, Alessandro Sestini, Linus Gisslén
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.
7.8LGFeb 21, 2022
CCPT: Automatic Gameplay Testing and Validation with Curiosity-Conditioned Proximal TrajectoriesAlessandro Sestini, Linus Gisslén, Joakim Bergdahl et al.
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.
20.7LGMar 29, 2021
Augmenting Automated Game Testing with Deep Reinforcement LearningJoakim Bergdahl, Camilo Gordillo, Konrad Tollmar et al.
General game testing relies on the use of human play testers, play test scripting, and prior knowledge of areas of interest to produce relevant test data. Using deep reinforcement learning (DRL), we introduce a self-learning mechanism to the game testing framework. With DRL, the framework is capable of exploring and/or exploiting the game mechanics based on a user-defined, reinforcing reward signal. As a result, test coverage is increased and unintended game play mechanics, exploits and bugs are discovered in a multitude of game types. In this paper, we show that DRL can be used to increase test coverage, find exploits, test map difficulty, and to detect common problems that arise in the testing of first-person shooter (FPS) games.
16.8LGMar 25, 2021
Improving Playtesting Coverage via Curiosity Driven Reinforcement Learning AgentsCamilo Gordillo, Joakim Bergdahl, Konrad Tollmar et al.
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.
17.9LGMar 8, 2021
Adversarial Reinforcement Learning for Procedural Content GenerationLinus Gisslén, Andy Eakins, Camilo Gordillo et al.
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.
18.4AIMar 14, 2018
Imitation Learning with Concurrent Actions in 3D GamesJack Harmer, Linus Gisslén, Jorge del Val et al.
In this work we describe a novel deep reinforcement learning architecture that allows multiple actions to be selected at every time-step in an efficient manner. Multi-action policies allow complex behaviours to be learnt that would otherwise be hard to achieve when using single action selection techniques. We use both imitation learning and temporal difference (TD) reinforcement learning (RL) to provide a 4x improvement in training time and 2.5x improvement in performance over single action selection TD RL. We demonstrate the capabilities of this network using a complex in-house 3D game. Mimicking the behavior of the expert teacher significantly improves world state exploration and allows the agents vision system to be trained more rapidly than TD RL alone. This initial training technique kick-starts TD learning and the agent quickly learns to surpass the capabilities of the expert.