UBCL: A Reinforcement Learning Framework for Controllable and Diverse Player Behaviors
Updated 5 h ago · first seen 11 Sept 2026
paper_01M294FRXCBS46JJAM3VSRA5XJ
- Published
- 11 Sept 2026
- T1 · 5 h ago
- arXiv
- 2512.10835
- T1 · 5 h ago
- Category
- cs.LG
- T1 · 5 h ago
Abstract
This paper introduces a reinforcement learning framework that enables controllable and diverse player behaviors without relying on human gameplay data. Existing approaches often require large-scale player trajectories, train separate models for different player types, or provide no direct mapping between interpretable behavioral parameters and the learned policy, limiting their scalability and controllability. We define player behavior in an N-dimensional continuous space and uniformly sample target behavior vectors from a region that encompasses the subset representing real human styles. During training, each agent receives both its current and target behavior vectors as input, and the reward is based on the normalized reduction in distance between them. This allows the policy to learn how actions influence behavioral statistics, enabling smooth control over attributes such as aggressiveness, mobility, and cooperativeness. A single PPO-based multi-agent policy can reproduce new or unseen play styles without retraining. Experiments conducted in a custom multi-player Unity game show that the proposed framework produces significantly greater behavioral diversity than a win-only baseline and reliably matches specified behavior vectors across diverse targets. The method offers a scalable solution for automated playtesting, game balancing, human-like behavior simulation, and replacing disconnected players in online games.
Authors 2
Atahan Cilan, Atay \"Ozg\"ovde
Specification
- Official page
Source:arXiv (Atom API + RSS)T1observed 5 h agohigh
- Arxiv announce type
- replace
Source:arXiv (Atom API + RSS)T1observed 5 h agohigh
- arXiv id
- 2512.10835
Source:arXiv (Atom API + RSS)T1observed 5 h agohigh
- Categories
- cs.LG
Source:arXiv (Atom API + RSS)T1observed 5 h agohigh
- DOI
- 10.1109/TG.2026.3703355
Source:arXiv (Atom API + RSS)T1observed 5 h agohigh
Source:arXiv (Atom API + RSS)T1observed 5 h agohigh
- Primary category
- cs.LG
Source:arXiv (Atom API + RSS)T1observed 5 h agohigh
- Published
- 11 Sept 2026
Source:arXiv (Atom API + RSS)T1observed 5 h agohigh
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Provenance
Attributed facts
10
Source tiers
T110
Freshest observation
5 h ago
Conflicts
None
No models linked to this paper yet.
- Authors
- Atahan Cilan, Atay \"Ozg\"ovde
As of
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Claim history · Abstract
Abstractabstract1
| Value | Valid from → to | Status | Source | Confidence | Extractor |
|---|---|---|---|---|---|
| This paper introduces a reinforcement learning framework that enables controllable and diverse player behaviors without relying on human gameplay data. Existing approaches often require large-scale player trajectories, train separate models for different player types, or provide no direct mapping between interpretable behavioral parameters and the learned policy, limiting their scalability and controllability. We define player behavior in an N-dimensional continuous space and uniformly sample target behavior vectors from a region that encompasses the subset representing real human styles. During training, each agent receives both its current and target behavior vectors as input, and the reward is based on the normalized reduction in distance between them. This allows the policy to learn how actions influence behavioral statistics, enabling smooth control over attributes such as aggressiveness, mobility, and cooperativeness. A single PPO-based multi-agent policy can reproduce new or unseen play styles without retraining. Experiments conducted in a custom multi-player Unity game show that the proposed framework produces significantly greater behavioral diversity than a win-only baseline and reliably matches specified behavior vectors across diverse targets. The method offers a scalable solution for automated playtesting, game balancing, human-like behavior simulation, and replacing disconnected players in online games. | → current | current | arXiv (Atom API + RSS)T1 | high | deterministic |
Claims are temporal and append-only: a new observation closes the previous claim (valid_to) instead of overwriting it. Conflicting claims from different sources are kept side by side and flagged — never averaged. Methodology →
- New paperPaperUBCL: A Reinforcement Learning Framework for Controllable and Diverse Player Behaviors
New paper: UBCL: A Reinforcement Learning Framework for Controllable and Diverse Player Behaviors
arxiv
| Source | Document | Type | Tier | Last observed | Snapshots |
|---|---|---|---|---|---|
| arXiv (Atom API + RSS) | rss.arxiv.org/rss/cs.LG | feed | T1· Official | 4 h ago | 1 |
Tier 1 = official/primary, 2 = quality secondary, 3 = community, 4 = unverified. Every snapshot is archived; see all sources and the methodology.