Human-Like Goalkeeping in a Realistic Football Simulation: a Sample-Efficient Reinforcement Learning Approach

Fuente: arXiv
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Main Authors: Sestini, Alessandro, Bergdahl, Joakim, Barrette-LaPierre, Jean-Philippe, Fuchs, Florian, Chen, Brady, Jones, Michael, Gisslén, Linus
Format: Preprint
Published: 2025
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author Sestini, Alessandro
Bergdahl, Joakim
Barrette-LaPierre, Jean-Philippe
Fuchs, Florian
Chen, Brady
Jones, Michael
Gisslén, Linus
author_facet Sestini, Alessandro
Bergdahl, Joakim
Barrette-LaPierre, Jean-Philippe
Fuchs, Florian
Chen, Brady
Jones, Michael
Gisslén, Linus
contents While several high profile video games have served as testbeds for Deep Reinforcement Learning (DRL), this technique has rarely been employed by the game industry for crafting authentic AI behaviors. Previous research focuses on training super-human agents with large models, which is impractical for game studios with limited resources aiming for human-like agents. This paper proposes a sample-efficient DRL method tailored for training and fine-tuning agents in industrial settings such as the video game industry. Our method improves sample efficiency of value-based DRL by leveraging pre-collected data and increasing network plasticity. We evaluate our method training a goalkeeper agent in EA SPORTS FC 25, one of the best-selling football simulations today. Our agent outperforms the game's built-in AI by 10% in ball saving rate. Ablation studies show that our method trains agents 50% faster compared to standard DRL methods. Finally, qualitative evaluation from domain experts indicates that our approach creates more human-like gameplay compared to hand-crafted agents. As a testament to the impact of the approach, the method has been adopted for use in the most recent release of the series.
format Preprint
id arxiv_https___arxiv_org_abs_2510_23216
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Human-Like Goalkeeping in a Realistic Football Simulation: a Sample-Efficient Reinforcement Learning Approach
Sestini, Alessandro
Bergdahl, Joakim
Barrette-LaPierre, Jean-Philippe
Fuchs, Florian
Chen, Brady
Jones, Michael
Gisslén, Linus
Artificial Intelligence
Machine Learning
While several high profile video games have served as testbeds for Deep Reinforcement Learning (DRL), this technique has rarely been employed by the game industry for crafting authentic AI behaviors. Previous research focuses on training super-human agents with large models, which is impractical for game studios with limited resources aiming for human-like agents. This paper proposes a sample-efficient DRL method tailored for training and fine-tuning agents in industrial settings such as the video game industry. Our method improves sample efficiency of value-based DRL by leveraging pre-collected data and increasing network plasticity. We evaluate our method training a goalkeeper agent in EA SPORTS FC 25, one of the best-selling football simulations today. Our agent outperforms the game's built-in AI by 10% in ball saving rate. Ablation studies show that our method trains agents 50% faster compared to standard DRL methods. Finally, qualitative evaluation from domain experts indicates that our approach creates more human-like gameplay compared to hand-crafted agents. As a testament to the impact of the approach, the method has been adopted for use in the most recent release of the series.
title Human-Like Goalkeeping in a Realistic Football Simulation: a Sample-Efficient Reinforcement Learning Approach
topic Artificial Intelligence
Machine Learning
url https://arxiv.org/abs/2510.23216