arXiv:2605.20911cs.AIcs.LG2026-05中稿 · Computers and Game…

让游戏AI学会自己决定动作持续时间,提升应对不同局面的灵活性。

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

论文配图:For How Long Should We Be Punching? Learning Action Duration in Fighting Games
图 1 · 摘自论文原文
  • AI不固定每帧决策,而是学习动作与持续时长
  • 高帧跳过策略下表现最佳,适合重复攻击
  • 能形成可复现的动作模式,但需配合其他机制才稳健

格斗游戏如《街头霸王2》因节奏快、实时性强,给强化学习(RL)智能体带来挑战。传统框架中,智能体按固定间隔(如每帧或每N帧)决策,虽保证响应及时,却限制了反应时机的调整能力。每帧行动虽精准却违背人类行为,而较长间隔虽降低计算开销,又削弱灵敏度。本文提出新框架:智能体不仅学习执行什么动作,还学习动作持续多久。通过联合预测动作与时长,智能体可动态适应游戏情境。在开源FightLadder环境中,训练对抗预设脚本对手,系统测试不同帧跳过配置对性能、响应性和学习行为的影响。实验表明,学习到的时长可媲美最优固定帧跳过策略,并促进可重复的动作模式;但在多数情况下,高帧跳过(即低响应性)策略表现最佳,利于学习重复性攻击策略,而脚本对手恰对此类策略存在弱点。

原文摘要 · Abstract (English)

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. Although this design ensures timely responses, it restricts the agent's ability to adjust its reaction timing. Acting every frame grants frame-perfect reflexes, which are unrealistic compared to human players, whereas longer fixed intervals reduce computational cost but hinder responsiveness. We consider an alternative decision-making framework in which the agent learns not only what action to take but also for how long to execute it. By jointly predicting both action and duration, the agent can dynamically adapt its responsiveness to different situations in the game. We implement this method using the open-source FightLadder environment with agents trained against scripted built-in bots, systematically testing different frame skip configurations to analyze their influence on performance, responsiveness, and learned behavior. Experiments show that learned timing can match the performance of well-chosen fixed frame skips and encourages repeatable action patterns, but does not ensure robustness on its own. In most cases, we see agents performing best with consistently high frame skip values (i.e., low responsiveness). This strategy makes it easier to learn exploitative strategies where the same action is repeated over and over, which the scripted bots appear to be susceptible to.

强化学习动作时长格斗游戏智能体决策

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