activity
20202026
most citedDeepCrawl: Deep Reinforcement Learning for Turn-based Strategy Games

5 citations · 17 across the 26 of their papers we have counts for

collaborators

26 papers

cs.LG2026

Hierarchical Control in Multi-Agent Games: LLM-based Planning and RL Execution

Jannik Hösch, Alessandro Sestini, Florian Fuchs +6

Reinforcement learning (RL) has achieved strong performance in sequential decision-making, yet scaling to complex multi-agent environments remains challenging due to sparse rewards…

cs.LG2026

Reward-Adaptive Iterative Discovery: A Case Study on Automated Game Testing for NHL26

Florian Fuchs, Jessy Gosselin-Grant, Boris Skuin +5

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…

cs.AI2026

Augmenting Game AI with Deep Reinforcement Learning

Alessandro Sestini, Joakim Bergdahl, Amir Baghi +3

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, remain…

cs.LG2026

SOPE: Stabilizing Off-Policy Evaluation for Online RL with Prior Data

Carlo Romeo, Girolamo Macaluso, Alessandro Sestini +1

Incorporating prior data into online reinforcement learning accelerates training but typically forces a difficult trade-off between high computational costs and long, multi-stage t…

cs.AI2025

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

Alessandro Sestini, Joakim Bergdahl, Jean-Philippe Barrette-LaPierre +5

While several high profile video games have served as testbeds for Deep Reinforcement Learning (DRL), this technique has rarely been employed by the game industry for crafting auth…

cs.AI2025

Self-correcting Reward Shaping via Language Models for Reinforcement Learning Agents in Games

António Afonso, Iolanda Leite, Alessandro Sestini +3

Reinforcement Learning (RL) in games has gained significant momentum in recent years, enabling the creation of different agent behaviors that can transform a player's gaming experi…

cs.LG2025

TROFI: Trajectory-Ranked Offline Inverse Reinforcement Learning

Alessandro Sestini, Joakim Bergdahl, Konrad Tollmar +2

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…

cs.AI2025

Real-Time Diffusion Policies for Games: Enhancing Consistency Policies with Q-Ensembles

Ruoqi Zhang, Ziwei Luo, Jens Sjölund +3

Diffusion models have shown impressive performance in capturing complex and multi-modal action distributions for game agents, but their slow inference speed prevents practical depl…

cs.LG2025

Improving Sample Efficiency in Multi-Agent Reinforcement Learning for Simulated Football Games via Exploration

Amir Baghi, Jens Sjölund, Joakim Bergdahl +2

Multi-agent reinforcement learning has shown promise in learning cooperative behaviors in team-based environments. However, such methods often demand extensive training time, which…

cs.LG2025

SPEQ: Offline Stabilization Phases for Efficient Q-Learning in High Update-To-Data Ratio Reinforcement Learning

Carlo Romeo, Girolamo Macaluso, Alessandro Sestini +1

High update-to-data (UTD) ratio algorithms in reinforcement learning (RL) improve sample efficiency but incur high computational costs, limiting real-world scalability. We propose…

cs.LG2024★ 4 cited

Improving Conditional Level Generation using Automated Validation in Match-3 Games

Monica Villanueva Aylagas, Joakim Bergdahl, Jonas Gillberg +3

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 gener…

cs.AI2024

A Benchmark Environment for Offline Reinforcement Learning in Racing Games

Girolamo Macaluso, Alessandro Sestini, Andrew D. Bagdanov

Offline Reinforcement Learning (ORL) is a promising approach to reduce the high sample complexity of traditional Reinforcement Learning (RL) by eliminating the need for continuous…

cs.LG2024

Reinforcement Learning for High-Level Strategic Control in Tower Defense Games

Joakim 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 play…

cs.LG2024

Leveraging Large Language Models for Efficient Failure Analysis in Game Development

Leonardo Marini, Linus Gisslén, Alessandro Sestini

In games, and more generally in the field of software development, early detection of bugs is vital to maintain a high quality of the final product. Automated tests are a powerful…

cs.LG2023

Small Dataset, Big Gains: Enhancing Reinforcement Learning by Offline Pre-Training with Model Based Augmentation

Girolamo Macaluso, Alessandro Sestini, Andrew D. Bagdanov

Offline reinforcement learning leverages pre-collected datasets of transitions to train policies. It can serve as effective initialization for online algorithms, enhancing sample e…

cs.LG2023

Improving Generalization in Game Agents with Data Augmentation in Imitation Learning

Derek Yadgaroff, Alessandro Sestini, Konrad Tollmar +2

Imitation learning is an effective approach for training game-playing agents and, consequently, for efficient game production. However, generalization - the ability to perform well…

cs.LG2023

Generating Personas for Games with Multimodal Adversarial Imitation Learning

William Ahlberg, Alessandro Sestini, Konrad Tollmar +1

Reinforcement learning has been widely successful in producing agents capable of playing games at a human level. However, this requires complex reward engineering, and the agent's…

cs.SE2023★ 2 cited

Technical Challenges of Deploying Reinforcement Learning Agents for Game Testing in AAA Games

Jonas Gillberg, Joakim Bergdahl, Alessandro Sestini +2

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 th…

cs.AI2023

Efficient Ground Vehicle Path Following in Game AI

Rodrigue de Schaetzen, Alessandro Sestini

This short paper presents an efficient path following solution for ground vehicles tailored to game AI. Our focus is on adapting established techniques to design simple solutions w…

cs.SE2022

Towards Informed Design and Validation Assistance in Computer Games Using Imitation Learning

Alessandro Sestini, Joakim Bergdahl, Konrad Tollmar +2

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 propo…

stat.ML2022

Contextual Decision Trees

Tommaso Aldinucci, Enrico Civitelli, Leonardo di Gangi +1

Focusing on Random Forests, we propose a multi-armed contextual bandit recommendation framework for feature-based selection of a single shallow tree of the learned ensemble. The tr…

cs.LG2022★ 5 cited

CCPT: Automatic Gameplay Testing and Validation with Curiosity-Conditioned Proximal Trajectories

Alessandro Sestini, Linus Gisslén, Joakim Bergdahl +2

This paper proposes a novel deep reinforcement learning algorithm to perform automatic analysis and detection of gameplay issues in complex 3D navigation environments. The Curiosit…

cs.LG2021

Policy Fusion for Adaptive and Customizable Reinforcement Learning Agents

Alessandro Sestini, Alexander Kuhnle, Andrew D. Bagdanov

In this article we study the problem of training intelligent agents using Reinforcement Learning for the purpose of game development. Unlike systems built to replace human players…

cs.LG2020★ 1 cited

Deep Policy Networks for NPC Behaviors that Adapt to Changing Design Parameters in Roguelike Games

Alessandro Sestini, Alexander Kuhnle, Andrew D. Bagdanov

Recent advances in Deep Reinforcement Learning (DRL) have largely focused on improving the performance of agents with the aim of replacing humans in known and well-defined environm…