English

Discrete and Continuous Action Representation for Practical RL in Video Games

Machine Learning 2019-12-25 v1 Artificial Intelligence Machine Learning

Abstract

While most current research in Reinforcement Learning (RL) focuses on improving the performance of the algorithms in controlled environments, the use of RL under constraints like those met in the video game industry is rarely studied. Operating under such constraints, we propose Hybrid SAC, an extension of the Soft Actor-Critic algorithm able to handle discrete, continuous and parameterized actions in a principled way. We show that Hybrid SAC can successfully solve a highspeed driving task in one of our games, and is competitive with the state-of-the-art on parameterized actions benchmark tasks. We also explore the impact of using normalizing flows to enrich the expressiveness of the policy at minimal computational cost, and identify a potential undesired effect of SAC when used with normalizing flows, that may be addressed by optimizing a different objective.

Keywords

Cite

@article{arxiv.1912.11077,
  title  = {Discrete and Continuous Action Representation for Practical RL in Video Games},
  author = {Olivier Delalleau and Maxim Peter and Eloi Alonso and Adrien Logut},
  journal= {arXiv preprint arXiv:1912.11077},
  year   = {2019}
}

Comments

Presented at the AAAI-20 Workshop on Reinforcement Learning in Games

R2 v1 2026-06-23T12:55:06.879Z