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AI agents learn action duration in fighting games

Researchers have developed a new reinforcement learning framework for fighting games that allows agents to learn not only which action to take but also for how long to execute it. This approach enables agents to dynamically adjust their responsiveness, moving beyond fixed decision-making intervals common in current RL systems. Experiments in the FightLadder environment showed that learned timing can match fixed frame skip performance and encourages repeatable action patterns, though agents often performed best with high frame skips, leading to exploitative strategies against scripted bots. AI

IMPACT Introduces a novel RL approach for dynamic action timing in games, potentially improving agent adaptability and strategy.

RANK_REASON The cluster contains an academic paper detailing a novel reinforcement learning approach for game agents.

Read on arXiv cs.AI →

AI-generated summary · Google Gemini · from 3 sources. How we write summaries →

AI agents learn action duration in fighting games

COVERAGE [3]

  1. arXiv cs.AI TIER_1 English(EN) · Hoang Hai Nguyen, Kurt Driessens, Dennis J. N. J. Soemers ·

    For How Long Should We Be Punching? Learning Action Duration in Fighting Games

    arXiv:2605.20911v1 Announce Type: new Abstract: Fighting games such as Street Fighter II present unique challenges to reinforcement learning (RL) agents due to their fast-paced, real-time nature. In most RL frameworks, agents are hard-coded to make decisions at a fixed interval, …

  2. arXiv cs.AI TIER_1 English(EN) · Dennis J. N. J. Soemers ·

    For How Long Should We Be Punching? Learning Action Duration in Fighting Games

    Fighting games such as Street Fighter II present unique challenges to reinforcement learning (RL) agents due to their fast-paced, real-time nature. In most RL frameworks, agents are hard-coded to make decisions at a fixed interval, typically every frame or every N frames. Althoug…

  3. Hugging Face Daily Papers TIER_1 English(EN) ·

    For How Long Should We Be Punching? Learning Action Duration in Fighting Games

    Fighting games such as Street Fighter II present unique challenges to reinforcement learning (RL) agents due to their fast-paced, real-time nature. In most RL frameworks, agents are hard-coded to make decisions at a fixed interval, typically every frame or every N frames. Althoug…