Enhancing Player Enjoyment with a Two-Tier DRL and LLM-Based Agent System for Fighting Games

Fuente: arXiv
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Hauptverfasser: Wang, Shouren, Jiang, Zehua, Sliva, Fernando, Earle, Sam, Togelius, Julian
Format: Preprint
Veröffentlicht: 2025
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author Wang, Shouren
Jiang, Zehua
Sliva, Fernando
Earle, Sam
Togelius, Julian
author_facet Wang, Shouren
Jiang, Zehua
Sliva, Fernando
Earle, Sam
Togelius, Julian
contents Deep reinforcement learning (DRL) has effectively enhanced gameplay experiences and game design across various game genres. However, few studies on fighting game agents have focused explicitly on enhancing player enjoyment, a critical factor for both developers and players. To address this gap and establish a practical baseline for designing enjoyability-focused agents, we propose a two-tier agent (TTA) system and conducted experiments in the classic fighting game Street Fighter II. The first tier of TTA employs a task-oriented network architecture, modularized reward functions, and hybrid training to produce diverse and skilled DRL agents. In the second tier of TTA, a Large Language Model Hyper-Agent, leveraging players' playing data and feedback, dynamically selects suitable DRL opponents. In addition, we investigate and model several key factors that affect the enjoyability of the opponent. The experiments demonstrate improvements from 64. 36% to 156. 36% in the execution of advanced skills over baseline methods. The trained agents also exhibit distinct game-playing styles. Additionally, we conducted a small-scale user study, and the overall enjoyment in the player's feedback validates the effectiveness of our TTA system.
format Preprint
id arxiv_https___arxiv_org_abs_2504_07425
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Enhancing Player Enjoyment with a Two-Tier DRL and LLM-Based Agent System for Fighting Games
Wang, Shouren
Jiang, Zehua
Sliva, Fernando
Earle, Sam
Togelius, Julian
Artificial Intelligence
Machine Learning
Deep reinforcement learning (DRL) has effectively enhanced gameplay experiences and game design across various game genres. However, few studies on fighting game agents have focused explicitly on enhancing player enjoyment, a critical factor for both developers and players. To address this gap and establish a practical baseline for designing enjoyability-focused agents, we propose a two-tier agent (TTA) system and conducted experiments in the classic fighting game Street Fighter II. The first tier of TTA employs a task-oriented network architecture, modularized reward functions, and hybrid training to produce diverse and skilled DRL agents. In the second tier of TTA, a Large Language Model Hyper-Agent, leveraging players' playing data and feedback, dynamically selects suitable DRL opponents. In addition, we investigate and model several key factors that affect the enjoyability of the opponent. The experiments demonstrate improvements from 64. 36% to 156. 36% in the execution of advanced skills over baseline methods. The trained agents also exhibit distinct game-playing styles. Additionally, we conducted a small-scale user study, and the overall enjoyment in the player's feedback validates the effectiveness of our TTA system.
title Enhancing Player Enjoyment with a Two-Tier DRL and LLM-Based Agent System for Fighting Games
topic Artificial Intelligence
Machine Learning
url https://arxiv.org/abs/2504.07425