English

Learning Transferable Skills in Action RPGs via Directed Skill Graphs and Selective Adaptation

Artificial Intelligence 2026-03-12 v2

Abstract

Lifelong agents should expand their competence over time without retraining from scratch or overwriting previously learned behaviors. We investigate this in a challenging real-time control setting (Dark Souls III) by representing combat as a directed skill graph and training its components in a hierarchical curriculum. The resulting agent decomposes control into five reusable skills: camera control, target lock-on, movement, dodging, and a heal-attack decision policy, each optimized for a narrow responsibility. This factorization improves sample efficiency by reducing the burden on any single policy and supports selective post-training: when the environment shifts from Phase 1 to Phase 2, only a subset of skills must be adapted, while upstream skills remain transferable. Empirically, we find that targeted fine-tuning of just two skills rapidly recovers performance under a limited interaction budget, suggesting that skill-graph curricula together with selective fine-tuning offer a practical pathway toward evolving, continually learning agents in complex real-time environments.

Keywords

Cite

@article{arxiv.2601.17923,
  title  = {Learning Transferable Skills in Action RPGs via Directed Skill Graphs and Selective Adaptation},
  author = {Ali Najar},
  journal= {arXiv preprint arXiv:2601.17923},
  year   = {2026}
}

Comments

5 pages

R2 v1 2026-07-01T09:19:19.080Z