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arXiv:2611.05601 · v1

RIDGE: State-Conditioned Reward Blending for Behavioral Coverage in Deep RL Game Agents

首次提交 2026-11-04 04:41
版本更新 2026-11-04 04:41
雷达观测 2026-11-05 10:08
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摘要

A deep RL agent trained on a fixed persona reward plays one way: an Explorer keeps exploring while starving, a Survivor hoards on an empty map. Since each persona fixes its own reward, automated playtesting trains N agents for N styles. Changing reward composition mid-episode runs into the switching-stability dilemma: PPO degrades under non-stationary rewards. We present RIDGE, a single-agent architecture that sidesteps the dilemma with two design choices: a state-conditioned blender that computes softmax-normalized sigmoid weights from slow-moving state variables, and a multi-head critic that trains one value head per persona on its own stationary signal. On Crafter with four personas, one \ridge agent acquires both branches of the wood-tier crafting/combat split that no fixed-persona baseline solves jointly, and a sharpness ablation confirms state-conditioning drives the gain. We position these results as demonstrations of the blending mechanism's dynamics across n=3 seeds per condition; larger multi-seed sweeps remain future work.

作者备注:Conference of Games, 4 pages, 3 figures, reinforcement learning, automated playtesting, procedural personas,reward shaping, PPO, Crafter

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v1 · 2026-11-04 04:41 · 最新观测版本

RIDGE: State-Conditioned Reward Blending for Behavioral Coverage in Deep RL Game Agents

A deep RL agent trained on a fixed persona reward plays one way: an Explorer keeps exploring while starving, a Survivor hoards on an empty map. Since each persona fixes its own reward, automated playtesting trains N agents for N styles. Changing reward composition mid-episode runs into the switching-stability dilemma: PPO degrades under non-stationary rewards. We present RIDGE, a single-agent architecture that sidesteps the dilemma with two design choices: a state-conditioned blender that computes softmax-normalized sigmoid weights from slow-moving state variables, and a multi-head critic that trains one value head per persona on its own stationary signal. On Crafter with four personas, one \ridge agent acquires both branches of the wood-tier crafting/combat split that no fixed-persona baseline solves jointly, and a sharpness ablation confirms state-conditioning drives the gain. We position these results as demonstrations of the blending mechanism's dynamics across n=3 seeds per condition; larger multi-seed sweeps remain future work.

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