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For How Long Should We Be Punching? Learning Action Duration in Fighting Games

arXiv AI Archived May 22, 2026 ✓ Full text saved

arXiv:2605.20911v1 Announce Type: new Abstract: Fighting games such as Street Fighter II present unique challenges to reinforcement learning (RL) agents due to their fast-paced, real-time nature. In most RL frameworks, agents are hard-coded to make decisions at a fixed interval, typically every frame or every N frames. Although this design ensures timely responses, it restricts the agent's ability to adjust its reaction timing. Acting every frame grants frame-perfect reflexes, which are unrealis

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    Computer Science > Artificial Intelligence [Submitted on 20 May 2026] For How Long Should We Be Punching? Learning Action Duration in Fighting Games Hoang Hai Nguyen, Kurt Driessens, Dennis J.N.J. Soemers Fighting games such as Street Fighter II present unique challenges to reinforcement learning (RL) agents due to their fast-paced, real-time nature. In most RL frameworks, agents are hard-coded to make decisions at a fixed interval, typically every frame or every N frames. Although this design ensures timely responses, it restricts the agent's ability to adjust its reaction timing. Acting every frame grants frame-perfect reflexes, which are unrealistic compared to human players, whereas longer fixed intervals reduce computational cost but hinder responsiveness. We consider an alternative decision-making framework in which the agent learns not only what action to take but also for how long to execute it. By jointly predicting both action and duration, the agent can dynamically adapt its responsiveness to different situations in the game. We implement this method using the open-source FightLadder environment with agents trained against scripted built-in bots, systematically testing different frame skip configurations to analyze their influence on performance, responsiveness, and learned behavior. Experiments show that learned timing can match the performance of well-chosen fixed frame skips and encourages repeatable action patterns, but does not ensure robustness on its own. In most cases, we see agents performing best with consistently high frame skip values (i.e., low responsiveness). This strategy makes it easier to learn exploitative strategies where the same action is repeated over and over, which the scripted bots appear to be susceptible to. Comments: Accepted at Computers and Games 2026 Subjects: Artificial Intelligence (cs.AI); Machine Learning (cs.LG) Cite as: arXiv:2605.20911 [cs.AI]   (or arXiv:2605.20911v1 [cs.AI] for this version)   https://doi.org/10.48550/arXiv.2605.20911 Focus to learn more Submission history From: Dennis Soemers [view email] [v1] Wed, 20 May 2026 08:56:50 UTC (1,147 KB) Access Paper: HTML (experimental) view license Current browse context: cs.AI < prev   |   next > new | recent | 2026-05 Change to browse by: cs cs.LG References & Citations NASA ADS Google Scholar Semantic Scholar Export BibTeX Citation Bookmark Bibliographic Tools Bibliographic and Citation Tools Bibliographic Explorer Toggle Bibliographic Explorer (What is the Explorer?) Connected Papers Toggle Connected Papers (What is Connected Papers?) Litmaps Toggle Litmaps (What is Litmaps?) scite.ai Toggle scite Smart Citations (What are Smart Citations?) Code, Data, Media Demos Related Papers About arXivLabs Which authors of this paper are endorsers? | Disable MathJax (What is MathJax?)
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    arXiv AI
    Category
    ◬ AI & Machine Learning
    Published
    May 22, 2026
    Archived
    May 22, 2026
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