Human-Like Goalkeeping in a Realistic Football Simulation: a Sample-Efficient Reinforcement Learning Approach
Alessandro Sestini, Joakim Bergdahl, Jean-Philippe Barrette-LaPierre, Florian Fuchs, Brady Chen, Michael Jones, Linus Gisslén
TL;DR
The paper tackles the practical challenge of delivering human-like AI in games with limited training data by proposing a sample-efficient reinforcement learning framework built on Soft Actor-Critic (SAC). Key innovations include a replay-reset strategy, heavy offline data usage with symmetric sampling, and scenario-based curriculum learning, augmented by an expert-feedback loop for fine-tuning. In EA SPORTS FC 25, the approach trains a goalkeeper to exhibit proactivity and human-like positioning, outperforming the built-in AI in quantitative metrics and delivering smoother qualitative behavior, with training completed in under a day. The method also includes a robust evaluation framework, ablation studies, and demonstration of transfer to MuJoCo, underscoring practical applicability for production game development and potential adoption in ongoing game releases.
Abstract
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.
