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Synthesizing Reactive Character Behaviors for Continuous Games via Programmatic Policy Search

arXiv · AI, language, vision and robotics · article · Sep 21, 2026 · UTC

We present a method for synthesizing reactive character behaviors for continuous games as compact, human-readable programs. Game AI practice still relies heavily on manually authored behavior trees, state machines, and scripts, while academic reinforcement learning typically produces opaque neural controllers that are expensive to train and difficult to edit. Our approach bridges this gap by searching directly over a domain-specific language for continuous-space game policies. The language is designed around reactive geometric decisions and includes higher-order constructs such as direction ma

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First collected: 2026-09-23T09:51:33.063Z. This is not the publication date.