Research Article

Human-like Competitive Video Game AI Through Reinforcement Learning

Volume: 5 Number: 1 December 31, 2025

Human-like Competitive Video Game AI Through Reinforcement Learning

Abstract

With the rise of competitive and multiplayer video games, the demand for non-player characters that can provide meaningful training and practice experiences has increased. With the rise of multiplayer games, developers increasingly require AI-controlled opponents that the players can play against to learn the game, to practice, or to just play by themselves. These AI bots are commonly made with state machines that are manually programmed by programmers. Using state machines for AI players is not only laborintensive but also often results in bots that exhibit predictable and rigid behavior, which can reduce the perception of human-like interaction. In this study, an AI agent was trained using reinforcement learning to play a two-player competitive fighting game, and its behavior was evaluated through gameplay sessions against 17 human participants with varying levels of gaming experience. At the end of our study, the results suggest that training AI agents capable of eliciting a perception of human-like gameplay is feasible within the scope of the studied environment and the integration of the said AI agents is possible through the use of portable technologies.

Keywords

Ethical Statement

In this article, the principles of scientific research and publication ethics were followed. Although a formal ethics committee approval was not obtained for this study, all participants were fully informed about the purpose, scope, and voluntary nature of the research before participation. In accordance with the Personal Data Protection Law (KVKK) and general research ethics principles, informed consent was obtained from all participants. All personal data were anonymized, and no personally identifiable information was collected or stored. The survey data were used solely for academic analysis within the scope of this study. This study did not involve any experiments on animals or human subjects that would require medical or invasive procedures.

Thanks

We thank Ivan Dodic, one of the maintainers of Godot RL Agents framework, for helping with the integration of Sample Factory with Godot.

References

  1. Gitlin, J. M. (2020, September 14). War Stories: How Forza learned to love neural nets to train AI drivers. Ars Technica. https://arstechnica.com/gaming/2020/09/warstories-how-forza-learned-to-love-neural-nets-to-train-aidrivers/
  2. Herbrich, R., Hatton, M., & Tipping, M. E. (2008). Mixture model for motion lines in a virtual reality environment (United States Patent No. US7358973B2). https://patents.google.com/patent/US7358973B2/en
  3. Thompson, T. (n.d.). The Killer Groove: The Shadow AI of Killer Instinct. Retrieved July 21, 2025, from https://www.gamedeveloper.com/programming/thekiller-groove-the-shadow-ai-of-killer-instinct
  4. Berner, C., Brockman, G., Chan, B., Cheung, V., Dębiak, P., Dennison, C., Farhi, D., Fischer, Q., Hashme, S., Hesse, C., Józefowicz, R., Gray, S., Olsson, C., Pachocki, ., Petrov, M., Pinto, H. P. d O., Raiman, J., Salimans, T., Schlatter, J., . . . Zhang, S. (2019). Dota 2 with Large Scale Deep Reinforcement Learning (No.arXiv:1912.06680). arXiv. https://doi.org/10.48550/arXiv.1912.06680
  5. Vinyals, O., Babuschkin, I., Czarnecki, W. M., Mathieu, M., Dudzik, A., Chung, J., Choi, D. H., Powell, R., Ewalds, T., Georgiev, P., Oh, J., Horgan, D., Kroiss, M., Danihelka, I., Huang, A., Sifre, L., Cai, T., Agapiou, J. P., Jaderberg, M., . . . Silver, D. (2019). Grandmaster level in StarCraft II using multi-agent reinforcement learning. Nature, 575(7782), 350-354. https://doi.org/10.1038/s41586-019-1724-z
  6. Soni, B., & Hingston, P. (2008). Bots trained to play like a human are more fun. 2008 IEEE International Joint Conference on Neural Networks (IEEE World Congress on Computational Intelligence), 363-369. https://doi.org/10.1109/IJCNN.2008.4633818
  7. Renman, C. (2017). Creating Human-like AI Movement in Games Using Imitation Learning. https://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-210887
  8. Ponce, H., & Padilla, R. (2014). A Hierarchical Reinforcement Learning Based Artificial Intelligence for Non-Player Characters in Video Games. In A. Gelbukh, F. C. Espinoza, & S. N. Galicia-Haro (Eds.), Nature-Inspired Computation and Machine Learning (pp. 172-183). Springer International Publishing. https://doi.org/10.1007/978-3-319-13650-9_16

Details

Primary Language

English

Subjects

Decision Support and Group Support Systems , Computer Gaming and Animation

Journal Section

Research Article

Publication Date

December 31, 2025

Submission Date

August 4, 2025

Acceptance Date

December 18, 2025

Published in Issue

Year 2025 Volume: 5 Number: 1

APA
Çelenay, C., & Doğan, Y. (2025). Human-like Competitive Video Game AI Through Reinforcement Learning. Journal of Emerging Computer Technologies, 5(1), 96-105. https://doi.org/10.57020/ject.1757814
Journal of Emerging Computer Technologies
is indexed and abstracted by
Harvard Hollis, Scilit, ROAD, Google Scholar, OpenAIRE

Publisher
Izmir Academy Association

88x31.png