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One Policy, Infinite NPCs: Persona-Traceable Shared RL Policies for Scalable Game Agents

arXiv AI Archived May 25, 2026 ✓ Full text saved

arXiv:2605.23652v1 Announce Type: new Abstract: On a 300-persona life-simulation benchmark, pcsp achieves compositional zero-shot persona identification up to 17x above chance, Spearman rho approx 0.73 semantic-behavioral alignment, and 22x faster inference than an LLM-as-policy baseline. Life simulation games require hundreds to thousands of non-player characters (NPCs) that behave consistently with distinct personalities while remaining controllable through designer-authored natural language.

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    Computer Science > Artificial Intelligence [Submitted on 22 May 2026] One Policy, Infinite NPCs: Persona-Traceable Shared RL Policies for Scalable Game Agents Yoosung Hong On a 300-persona life-simulation benchmark, pcsp achieves compositional zero-shot persona identification up to 17x above chance, Spearman rho approx 0.73 semantic-behavioral alignment, and 22x faster inference than an LLM-as-policy baseline. Life simulation games require hundreds to thousands of non-player characters (NPCs) that behave consistently with distinct personalities while remaining controllable through designer-authored natural language. Existing methods fail on constraints like persona consistency, controllability, or real-time inference. We introduce pcsp (Persona Conditioned Shared Policy), a single reinforcement learning policy conditioned on frozen LLM embeddings of free-form persona descriptions. pcsp combines once-per-NPC persona encoding, low-rank persona projection, neural persona conditioning, and a PPO + InfoNCE consistency + KL diversity training objective. Across three experimental settings, ablations show that the InfoNCE trajectory-consistency objective is load bearing: removing it collapses zero-shot persona identification to chance. External validation on Melting Pot 2.4.0 substrates confirms that our method produces persona-conditioned behavioral divergence in multi-agent strategic environments. We distinguish two senses of held-out evaluation: compositional zero-shot and vocabulary-expansion held-out. Finally, a UE5 deployment reproduces the in-engine persona-conditioning ablation at 64 agents with a low failure rate, showing that the sub-frame inference profile survives in a commercial game engine. These results prove that shared RL policies can support scalable, real-time, persona-conditioned NPC control. Comments: 18 pages, 15 figures, 14 tables Subjects: Artificial Intelligence (cs.AI) ACM classes: I.2.6; I.2.11; I.2.1 Cite as: arXiv:2605.23652 [cs.AI]   (or arXiv:2605.23652v1 [cs.AI] for this version)   https://doi.org/10.48550/arXiv.2605.23652 Focus to learn more Submission history From: Yoosung Hong [view email] [v1] Fri, 22 May 2026 14:04:43 UTC (11,623 KB) Access Paper: HTML (experimental) view license Current browse context: cs.AI < prev   |   next > new | recent | 2026-05 Change to browse by: cs 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 25, 2026
    Archived
    May 25, 2026
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