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

ICML 2024 · Multi-agent systems and games › Human-AI and goal-conditioned · approach: Human-AI coordination agents · 1 citations (OpenAlex)

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Presents Shūkai, a unified DRL agent system for the commercial fighting game Naruto Mobile, using heterogeneous league training (HELT) and quantified states plus reward-based style control to generalize across characters and align behavior with human players.

Problem

Training DRL agents for a fighting game with over 400 characters is computationally costly, subset training overfits and fails to generalize to unseen characters, and agents tuned for maximum competence can frustrate average players.

Approach

Combines three heterogeneous network structures (FIS, QS, FQS) with different league roles in an AlphaStar-style league (main agent, main exploiter, league exploiter), so quantified-state agents generalize while ID-based agents add competence; adds style-specific rewards and action masks/delays to produce human-like agents at several difficulty levels.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use HELT instead of homogeneous league trainingQS agent · Naruto Mobile, 70 hourscompetence: 22%Helped
Quantify opponent state inputs rather than use full ID informationDRL agent · Naruto Mobile, unfamiliar characterscompetence: FIS competence dropped by 36%; QS and FQS remained stableHelped
Use ID information to model opponentsDRL agent · Naruto Mobile, familiar characterscompetenceHelped
Increase state quantization from QS to FQSDRL agent · Naruto Mobile, familiar characterscompetenceHurt
Train with Shūkai beginner as a player training partnerNaruto Mobile players · Naruto Mobile, after 30 daysElo score: 9% decreaseHelped
Use aggressive rather than cautious rewardsShūkai behavior · Naruto Mobile, Counter metricbehavior rewardHurt
Use balanced rewards rather than aggressive or cautious rewardsShūkai behavior · Naruto Mobile, Counter metricbehavior rewardMixed

Surprising findings

Limitations

Experimental setup

Datasets: Naruto Mobile gameplay data (40 million matches for analysis; 120,000 game instances for behavior comparison)

Benchmarks: Naruto Mobile matches against oracle agent Naruto Mobile live deployment (player Elo and retention A/B test)

Metrics: Elo score win rate sample efficiency player retention rate CDF of behavior metrics (Substitution, Special, Blitz, Count

Baselines: homogeneous league training (HOLT) FIS agent QS agent FQS agent

Builds on: AlphaStar PPO prioritized fictitious self-play generalized advantage estimation

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