Reinforcement Learning Agent for a 2D Shooter Game

Thomas Ackermann, Moritz Spang, Hamza A. A. Gardi
9/18/2025
cs.LGcs.AI

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Abstract

Reinforcement learning agents in complex game environments often suffer from sparse rewards, training instability, and poor sample efficiency. This paper presents a hybrid training approach that combines offline imitation learning with online reinforcement learning for a 2D shooter game agent. We implement a multi-head neural network with separate outputs for behavioral cloning and Q-learning, unified by shared feature extraction layers with attention mechanisms. Initial experiments using pure deep Q-Networks exhibited significant instability, with agents frequently reverting to poor policies despite occasional good performance. To address this, we developed a hybrid methodology that begins with behavioral cloning on demonstration data from rule-based agents, then transitions to reinforcement learning. Our hybrid approach achieves consistently above 70% win rate against rule-based opponents, substantially outperforming pure reinforcement learning methods which showed high variance and frequent performance degradation. The multi-head architecture enables effective knowledge transfer between learning modes while maintaining training stability. Results demonstrate that combining demonstration-based initialization with reinforcement learning optimization provides a robust solution for developing game AI agents in complex multi-agent environments where pure exploration proves insufficient.

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@article{ackermann2025reinforcement,
  title  = {Reinforcement Learning Agent for a 2D Shooter Game},
  author = {Thomas Ackermann and Moritz Spang and Hamza A. A. Gardi},
  year   = {2025},
  eprint = {2509.15042},
  archivePrefix = {arXiv},
  url    = {http://arxiv.org/abs/2509.15042v1}
}

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