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Bibliographic Details
Main Authors: Celemin, Carlos, Brennan, Joseph, Amadori, Pierluigi Vito, Bradley, Tim
Format: Preprint
Published: 2025
Subjects:
Online Access:https://arxiv.org/abs/2509.11880
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author Celemin, Carlos
Brennan, Joseph
Amadori, Pierluigi Vito
Bradley, Tim
author_facet Celemin, Carlos
Brennan, Joseph
Amadori, Pierluigi Vito
Bradley, Tim
contents This paper introduces a novel application of Supervised Contrastive Learning (SupCon) to Imitation Learning (IL), with a focus on learning more effective state representations for agents in video game environments. The goal is to obtain latent representations of the observations that capture better the action-relevant factors, thereby modeling better the cause-effect relationship from the observations that are mapped to the actions performed by the demonstrator, for example, the player jumps whenever an obstacle appears ahead. We propose an approach to integrate the SupCon loss with continuous output spaces, enabling SupCon to operate without constraints regarding the type of actions of the environment. Experiments on the 3D games Astro Bot and Returnal, and multiple 2D Atari games show improved representation quality, faster learning convergence, and better generalization compared to baseline models trained only with supervised action prediction loss functions.
format Preprint
id arxiv_https___arxiv_org_abs_2509_11880
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Learning Representations in Video Game Agents with Supervised Contrastive Imitation Learning
Celemin, Carlos
Brennan, Joseph
Amadori, Pierluigi Vito
Bradley, Tim
Artificial Intelligence
Machine Learning
This paper introduces a novel application of Supervised Contrastive Learning (SupCon) to Imitation Learning (IL), with a focus on learning more effective state representations for agents in video game environments. The goal is to obtain latent representations of the observations that capture better the action-relevant factors, thereby modeling better the cause-effect relationship from the observations that are mapped to the actions performed by the demonstrator, for example, the player jumps whenever an obstacle appears ahead. We propose an approach to integrate the SupCon loss with continuous output spaces, enabling SupCon to operate without constraints regarding the type of actions of the environment. Experiments on the 3D games Astro Bot and Returnal, and multiple 2D Atari games show improved representation quality, faster learning convergence, and better generalization compared to baseline models trained only with supervised action prediction loss functions.
title Learning Representations in Video Game Agents with Supervised Contrastive Imitation Learning
topic Artificial Intelligence
Machine Learning
url https://arxiv.org/abs/2509.11880