Learning Transferable Skills in Action RPGs via Directed Skill Graphs and Selective Adaptation
Ali Najar
TL;DR
The paper addresses lifelong learning in a challenging real-time control setting by factorizing combat control into five reusable skills arranged in a directed skill graph. It introduces a hierarchical curriculum (C→L→M→D→H) and per-skill objectives, enabling selective post-training where only downstream skills adapt during a phase shift from Phase 1 to Phase 2. Empirical results show substantial sample efficiency gains versus an end-to-end baseline and demonstrate that targeted fine-tuning of a small subset of skills recovers performance under limited interaction budgets. The findings argue that skill-graph curricula offer a practical pathway for scalable continual learning in complex, nonstationary environments.
Abstract
Lifelong agents should expand their competence over time without retraining from scratch or overwriting previously learned behaviors. We investigate this in a challenging real-time control setting (Dark Souls III) by representing combat as a directed skill graph and training its components in a hierarchical curriculum. The resulting agent decomposes control into five reusable skills: camera control, target lock-on, movement, dodging, and a heal-attack decision policy, each optimized for a narrow responsibility. This factorization improves sample efficiency by reducing the burden on any single policy and supports selective post-training: when the environment shifts from Phase 1 to Phase 2, only a subset of skills must be adapted, while upstream skills remain transferable. Empirically, we find that targeted fine-tuning of just two skills rapidly recovers performance under a limited interaction budget, suggesting that skill-graph curricula together with selective fine-tuning offer a practical pathway toward evolving, continually learning agents in complex real-time environments.
