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This research demonstrates an efficient framework for objectively evaluating in-game sound designs by leveraging pre-trained multimodal encoders and reinforcement learning agents, significantly reducing computational costs compared to full retraining. The study isolates the impact of audio alterations on agent performance across various game genres, offering a scalable solution for automated assessment without relying solely on human ratings.
Reusing Multimodal Agents: Efficient Evaluation of Sound Designs in Games
arXiv:2610.27670v1 Announce Type: new Abstract: This paper introduces a novel framework for efficiently evaluating in-game sound designs using multimodal learning and reinforcement learning. Sound design significantly influences gameplay and accessibility; however, objective evaluation methods, defined here as automated assessments based on agent performance rather than human ratings, often require retraining agents from scratch for each sound design. Our approach first pre-trains a multimodal encoder that encodes visual and auditory information into a shared latent space. A reinforcement learning agent is then trained using this latent representation. We fine-tune the multimodal encoder for each sound design while keeping the trained policy fixed, allowing us to isolate the effects of sound changes on agent behavior. To evaluate the proposed method, we conducted experiments on games from multiple genres, comparing the performance of blind agents (agents using only sound input) under various sound designs. Experimental results suggest that this approach can detect differences in agent performance caused by degraded or altered sound design. Moreover, we significantly reduce the computational cost compared to retraining the agent from scratch. Experimental results suggest that this approach provides a practical and scalable solution for evaluating in-game sound designs. The source code, data and supplementary document are available: https://github.com/thainv0212/tog-reusing-agents.
Abstract:This paper introduces a novel framework for efficiently evaluating in-game sound designs using multimodal learning and reinforcement learning. Sound design significantly influences gameplay and accessibility; however, objective evaluation methods, defined here as automated assessments based on agent performance rather than human ratings, often require retraining agents from scratch for each sound design. Our approach first pre-trains a multimodal encoder that encodes visual and auditory information into a shared latent space. A reinforcement learning agent is then trained using this latent representation. We fine-tune the multimodal encoder for each sound design while keeping the trained policy fixed, allowing us to isolate the effects of sound changes on agent behavior. To evaluate the proposed method, we conducted experiments on games from multiple genres, comparing the performance of blind agents (agents using only sound input) under various sound designs. Experimental results suggest that this approach can detect differences in agent performance caused by degraded or altered sound design. Moreover, we significantly reduce the computational cost compared to retraining the agent from scratch. Experimental results suggest that this approach provides a practical and scalable solution for evaluating in-game sound designs. The source code, data and supplementary document are available: this https URL.
Artificial Intelligence (cs.AI)
arXiv:2610.27670 [cs.AI]
(or arXiv:2610.27670v1 [cs.AI] for this version)
https://doi.org/10.48550/arXiv.2610.27670 Focus to learn more arXiv-issued DOI via DataCite (pending registration)
IEEE Transactions on Games, vol. 18, no. 3, pp. 637-646, Sept. 2026
https://doi.org/10.1109/TG.2026.3716328 Focus to learn more DOI(s) linking to related resources
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