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[ARTICLE · art-164335] src=arxiv.org ↗ pub= topic=machine-learning verified=true sentiment=· neutral

RIDGE: State-Conditioned Reward Blending for Behavioral Coverage in Deep RL Game Agents

A single RIDGE agent trained with state-conditioned reward blending acquired both branches of Crafter's wood-tier crafting/combat split, a joint outcome no fixed-persona baseline achieved, according to an arXiv paper (2611.05601v1). RIDGE combines a state-conditioned blender that computes softmax-normalized sigmoid weights from slow-moving state variables with a multi-head critic that trains one value head per persona on its own stationary signal, avoiding the PPO degradation seen under non-stationary rewards. The authors report results across n=3 seeds per condition and describe the work as demonstrations of the blending mechanism's dynamics, with larger multi-seed sweeps left as future work.

by read1 min views1 publishedNov 5, 2026

arXiv:2611.05601v1 Announce Type: new Abstract: A deep RL agent trained on a fixed persona reward plays one way: an Explorer keeps exploring while starving, a Survivor hoards on an empty map. Since each persona fixes its own reward, automated playtesting trains N agents for N styles. Changing reward composition mid-episode runs into the switching-stability dilemma: PPO degrades under non-stationary rewards. We present RIDGE, a single-agent architecture that sidesteps the dilemma with two design choices: a state-conditioned blender that computes softmax-normalized sigmoid weights from slow-moving state variables, and a multi-head critic that trains one value head per persona on its own stationary signal. On Crafter with four personas, one \ridge agent acquires both branches of the wood-tier crafting/combat split that no fixed-persona baseline solves jointly, and a sharpness ablation confirms state-conditioning drives the gain. We position these results as demonstrations of the blending mechanism's dynamics across n=3 seeds per condition; larger multi-seed sweeps remain future work.

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