Enhancing Player Enjoyment with a Two-Tier DRL and LLM-Based Agent System for Fighting Games
Shouren Wang, Zehua Jiang, Fernando Sliva, Sam Earle, Julian Togelius
TL;DR
This work introduces a two-tier agent (TTA) framework to boost player enjoyment in a traditional fighting game, Street Fighter II Champion Edition. The first tier builds diverse DRL agents via a modularized reward function and hybrid self-play training, enabling distinct play styles and mastery of advanced techniques. The second tier employs a Large Language Model hyper-agent (LLMHA) to dynamically select opponents based on players' data and feedback, enhancing matchmaking diversity and engagement. Experimental results show substantial gains in advanced move usage (up to 156.36%) and notable improvements in player enjoyment metrics from a small user study, supporting the practical value of integrating DRL with reasoning-enabled hyper-agents for real-time opponent selection. The study highlights both the promise and challenges of modeling timing-sensitive skills and constructing robust, scalable prompts for LLM-based decision making in interactive games.
Abstract
Deep reinforcement learning (DRL) has effectively enhanced gameplay experiences and game design across various game genres. However, few studies on fighting game agents have focused explicitly on enhancing player enjoyment, a critical factor for both developers and players. To address this gap and establish a practical baseline for designing enjoyability-focused agents, we propose a two-tier agent (TTA) system and conducted experiments in the classic fighting game Street Fighter II. The first tier of TTA employs a task-oriented network architecture, modularized reward functions, and hybrid training to produce diverse and skilled DRL agents. In the second tier of TTA, a Large Language Model Hyper-Agent, leveraging players' playing data and feedback, dynamically selects suitable DRL opponents. In addition, we investigate and model several key factors that affect the enjoyability of the opponent. The experiments demonstrate improvements from 64. 36% to 156. 36% in the execution of advanced skills over baseline methods. The trained agents also exhibit distinct game-playing styles. Additionally, we conducted a small-scale user study, and the overall enjoyment in the player's feedback validates the effectiveness of our TTA system.
