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This research presents a reinforcement learning framework that generates diverse, controllable player behaviors in multi-agent environments without requiring extensive human gameplay data. By mapping behavior to an N-dimensional continuous space, the method enables scalable automated playtesting and dynamic game balancing through direct manipulation of behavioral parameters like aggressiveness and mobility. The approach demonstrates significant improvements in behavioral diversity compared to traditional win-only baselines while maintaining reliability across varied targets.
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UBCL: A Reinforcement Learning Framework for Controllable and Diverse Player Behaviors

arXiv3 min de cititArticolul și perspectiva sunt în engleză.

arXiv:2512.10835v2 Announce Type: replace Abstract: This paper introduces a reinforcement learning framework that enables controllable and diverse player behaviors without relying on human gameplay data. Existing approaches often require large-scale player trajectories, train separate models for different player types, or provide no direct mapping between interpretable behavioral parameters and the learned policy, limiting their scalability and controllability. We define player behavior in an N-dimensional continuous space and uniformly sample target behavior vectors from a region that encompasses the subset representing real human styles. During training, each agent receives both its current and target behavior vectors as input, and the reward is based on the normalized reduction in distance between them. This allows the policy to learn how actions influence behavioral statistics, enabling smooth control over attributes such as aggressiveness, mobility, and cooperativeness. A single PPO-based multi-agent policy can reproduce new or unseen play styles without retraining. Experiments conducted in a custom multi-player Unity game show that the proposed framework produces significantly greater behavioral diversity than a win-only baseline and reliably matches specified behavior vectors across diverse targets. The method offers a scalable solution for automated playtesting, game balancing, human-like behavior simulation, and replacing disconnected players in online games.

Abstract:This paper introduces a reinforcement learning framework that enables controllable and diverse player behaviors without relying on human gameplay data. Existing approaches often require large-scale player trajectories, train separate models for different player types, or provide no direct mapping between interpretable behavioral parameters and the learned policy, limiting their scalability and controllability. We define player behavior in an N-dimensional continuous space and uniformly sample target behavior vectors from a region that encompasses the subset representing real human styles. During training, each agent receives both its current and target behavior vectors as input, and the reward is based on the normalized reduction in distance between them. This allows the policy to learn how actions influence behavioral statistics, enabling smooth control over attributes such as aggressiveness, mobility, and cooperativeness. A single PPO-based multi-agent policy can reproduce new or unseen play styles without retraining. Experiments conducted in a custom multi-player Unity game show that the proposed framework produces significantly greater behavioral diversity than a win-only baseline and reliably matches specified behavior vectors across diverse targets. The method offers a scalable solution for automated playtesting, game balancing, human-like behavior simulation, and replacing disconnected players in online games.

Accepted version. Published in IEEE Transactions on Games

Machine Learning (cs.LG)

arXiv:2512.10835 [cs.LG]

(or arXiv:2512.10835v2 [cs.LG] for this version)

https://doi.org/10.48550/arXiv.2512.10835 Focus to learn more arXiv-issued DOI via DataCite

https://doi.org/10.1109/TG.2026.3703355 Focus to learn more DOI(s) linking to related resources

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