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版本更新 · v3arXiv:2607.00642

Coachable Agents for Interactive Gameplay

Roberto Capobianco, Harm van Seijen, Nolan D. Bard, Neil Burch, Fatima Davelouis, Josh Davidson, Alisa Devlic, Yunshu Du 等 41 位作者

原文摘要

Reinforcement learning has proven to be a valuable tool in the creation of advanced AI and robotic systems, contributing to everything from game playing (Silver et al., 2016; 2017; Wurman et al., 2022) to robotics (Levine et al., 2016; Andrychowicz et al., 2020; Luo et al., 2025; Dürr et al., 2026) to foundation models (Ouyang et al., 2022; Noukhovitch et al., 2024; Sun et al., 2024; Guo et al., 2025). Through trial and error, these AI systems typically learn a single, near-optimal behavior to solve their tasks. However, there are many use cases in which one would like to assert some level of control, after training is completed, over how the task is solved. We refer to these modifications of a core task as styles. We combine universal value function approximators (UVFAs) with carefully selected training scenarios, learning algorithms, and data augmentation to create a framework for coaching agents that exhibit styles in complex domains. We demonstrate the framework's application in the AAA video games Horizon Forbidden West and Gran Turismo, and in an open-source humanoid test domain. Despite the different nature of the domains--car racing, stylized game combat, and humanoid walking--each agent shows strong coherence to the style requests while still satisfying the main task in its domain. Importantly, the techniques outlined in this paper allow an end user to choose the final behavior at run time, giving them flexible control over the final executed performance.

cs.AI · cs.LG