For How Long Should We Be Punching? Learning Action Duration in Fighting Games
Hoang Hai Nguyen, Kurt Driessens, Dennis J.N.J. Soemers

TL;DR
This paper introduces a reinforcement learning approach for fighting games where agents learn both actions and their durations, enabling dynamic responsiveness and strategic consistency.
Contribution
It proposes a novel framework for RL agents to learn action durations alongside actions, improving adaptability and performance in real-time fighting game environments.
Findings
Learned timing matches fixed frame skip performance.
Agents tend to favor high frame skip for exploitative strategies.
Dynamic timing influences responsiveness and learned behavior patterns.
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 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…
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