5 citations · 17 across the 26 of their papers we have counts for
17 papers · 1 filter
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
Demonstration-efficient Inverse Reinforcement Learning in Procedurally Generated Environments
Alessandro Sestini, Alexander Kuhnle, Andrew D. Bagdanov
Deep Reinforcement Learning achieves very good results in domains where reward functions can be manually engineered. At the same time, there is growing interest within the communit…
DeepCrawl: Deep Reinforcement Learning for Turn-based Strategy Games
Alessandro Sestini, Alexander Kuhnle, Andrew D. Bagdanov
In this paper we introduce DeepCrawl, a fully-playable Roguelike prototype for iOS and Android in which all agents are controlled by policy networks trained using Deep Reinforcemen…