VLDB 2026 Research / reviewers in the wild / expert
Linus Gisslén
dblp:58/9888
· DBLP profile ↗
16ranked-venue papers
1as first author
14since 2021 · last 2026
0009-0005-8205-8218ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 13 · 1 first-author · 11 since 2021Graphics, computer vision, multimedia, augmented reality and games · 12 · 1 first-author · 11 since 2021Artificial intelligence and machine learning · 3 · 3 since 2021Applied, interdisciplinary, general and emerging computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Improving Sample Efficiency in Multi-Agent Reinforcement Learning for Simulated Football Games via ExplorationabstractMulti-agent reinforcement learning has shown promise in learning cooperative behaviors in team-based environments. However, such methods often demand extensive training time, which inhibits their application for game-AI in standard game development. For instance, the state-of-the-art method TiZero takes 40 days to train high-quality policies for a football environment. In this paper, we hypothesize that better exploration mechanisms can improve the sample efficiency of multi-agent methods. Thereby, we propose utilizing a random network distillation bonus within the multi-agent TiZero framework, aiming to promote exploration. Additionally, we introduce architectural modifications to the original algorithm to enhance TiZero’s computational efficiency. We evaluate the sample efficiency of our approach against original TiZero through extensive experiments. Our results show that random network distillation improves the sample efficiency per training phase by 13.3% compared with the original TiZero, enhancing generalization and adaptability to previously difficult scenarios. This highlights the better applicability of our variant in practical game development settings. Lastly, we qualitatively evaluate the gameplay of the produced models against a heuristic AI. We find that random network distillation leads to a higher accuracy in shooting, and it achieves higher behavioral stability as shown by the lower standard deviation achieved in gameplay metrics. The code is available at https://github.com/electronicarts/marling. Amir Baghi, Jens Sjölund, Joakim Bergdahl, Linus Gisslén, Alessandro Sestini |
FDG | 4 |
| 2025 | A Call for Deeper Collaboration Between Robotics and Game DevelopmentabstractWhile robotics and game development have independently achieved significant progress in creating interactive and intelligent systems, a deeper collaboration between these fields could be mutually beneficial. This paper argues for more collaboration, highlighting current limited interactions and proposing directions for future research. We discuss shared foundations such as Artificial Intelligence, Extended Reality, and the increasing use of common tools and standards. We then propose opportunities where game development methodologies can advance robotics (e.g., gamified data collection and richer simulation environments) and where robotics research can contribute to games (e.g., improved NPC autonomy and embodied intelligence). This cross-disciplinary interaction can accelerate innovation and lead to more intelligent and usercentered technologies in both domains. Iolanda Leite, William Ahlberg, André Pereira 0001, Alessandro Sestini, Linus Gisslén, Konrad Tollmar |
CoG | 5 |
| 2025 | Real-Time Diffusion Policies for Games: Enhancing Consistency Policies with Q-EnsemblesabstractDiffusion models have shown impressive performance in capturing complex and multi-modal action distributions for game agents, but their slow inference speed prevents practical deployment in real-time game environments. While consistency models offer a promising approach for one-step generation, they often suffer from training instability and performance degradation when applied to policy learning. In this paper, we present CPQE (Consistency Policy with Q-Ensembles), which combines consistency models with Q-ensembles to address these challenges. CPQE leverages uncertainty estimation through Q-ensembles to provide more reliable value function approximations, resulting in better training stability and improved performance compared to classic double Q-network methods. Our extensive experiments across multiple game scenarios demonstrate that CPQE achieves inference speeds of up to 60 Hz - a significant improvement over state-of-the-art diffusion policies that operate at only 20 Hz - while maintaining comparable performance to multi-step diffusion approaches. CPQE consistently outperforms state-of-theart consistency model approaches, showing both higher rewards and enhanced training stability throughout the learning process. These results indicate that CPQE offers a practical solution for deploying diffusion-based policies in games and other real-time applications where both multi-modal behavior modeling and rapid inference are critical requirements. Ruoqi Zhang, Ziwei Luo 0002, Jens Sjölund, Per Mattsson, Linus Gisslén, Alessandro Sestini |
CoG | 5 |
| 2024 | Improving Generalization in Game Agents with Data Augmentation in Imitation LearningabstractImitation learning is an effective approach for training game-playing agents and, consequently, for efficient game production. However, generalization-the ability to perform well in related but unseen scenarios-is an essential requirement that remains an unsolved challenge for game AI. Generalization is difficult for imitation learning agents because it requires the algorithm to take meaningful actions outside of the training distribution. In this paper we propose a solution to this challenge. Inspired by the success of data augmentation in supervised learning, we augment the training data so the distribution of states and actions in the dataset better represents the real state-action distribution. This study evaluates methods for combining and applying data augmentations to observations, to improve generalization of imitation learning agents. It also provides a performance benchmark of these augmentations across several 3D environments. These results demonstrate that data augmentation is a promising framework for improving generalization in imitation learning agents. Derek Yadgaroff, Alessandro Sestini, Konrad Tollmar, Ayça Özçelikkale, Linus Gisslén |
CEC | 5 |
| 2024 | Reinforcement Learning for High-Level Strategic Control in Tower Defense GamesabstractIn strategy games, one of the most important aspects of game design is maintaining a sense of challenge for players. Many mobile titles feature quick gameplay loops that allow players to progress steadily, requiring an abundance of levels and puzzles to prevent them from reaching the end too quickly. As with any content creation, testing and validation are essential to ensure engaging gameplay mechanics, enjoyable game assets, and playable levels. In this paper, we propose an automated approach that can be leveraged for gameplay testing and validation that combines traditional scripted methods with reinforcement learning, reaping the benefits of both approaches while adapting to new situations similarly to how a human player would. We test our solution on a popular tower defense game, Plants vs. Zombies. The results show that combining a learned approach, such as reinforcement learning, with a scripted AI produces a higher-performing and more robust agent than using only heuristic AI, achieving a $57.12 \%$ success rate compared to 47.95% in a set of 40 levels. Moreover, the results demonstrate the difficulty of training a general agent for this type of puzzle-like game. Joakim Bergdahl, Alessandro Sestini, Linus Gisslén |
CoG | 3 |
| 2024 | Leveraging Large Language Models for Efficient Failure Analysis in Game DevelopmentabstractIn games, and more generally in the field of software development, early detection of bugs is vital to maintain a high quality of the final product. Automated tests are a powerful tool that can catch a problem earlier in development by executing periodically. As an example, when new code is submitted to the code base, a new automated test verifies these changes. However, identifying the specific change responsible for a test failure becomes harder when dealing with batches of changes especially in the case of a large-scale project such as a AAA game, where thousands of people contribute to a single code base. This paper proposes a new approach to automatically identify which change in the code caused a test to fail. The method leverages Large Language Models (LLMs) to associate error messages with the corresponding code changes causing the failure. We investigate the effectiveness of our approach with quantitative and qualitative evaluations. Our approach reaches an accuracy of $71 \%$ in our newly created dataset, which comprises issues reported by developers at EA over a period of one year. We further evaluated our model through a user study to assess the utility and usability of the tool from a developer perspective, resulting in a significant reduction in time - up to $60 \%$ - spent investigating issues. Leonardo Marini, Linus Gisslén, Alessandro Sestini |
CoG | 2 |
| 2024 | Improving Conditional Level Generation Using Automated Validation in Match-3 GamesabstractGenerative models for level generation have shown great potential in game production. However, they often provide limited control over the generation, and the validity of the generated levels is unreliable. Despite this fact, only a few approaches that learn from existing data provide the users with ways of controlling the generation, simultaneously addressing the generation of unsolvable levels. This article proposes autovalidated level generation, a novel method to improve models that learn from existing level designs using difficulty statistics extracted from gameplay. In particular, we use a conditional variational autoencoder to generate layouts for match-3 levels, conditioning the model on precollected statistics, such as game mechanics like difficulty, and relevant visual features, such as size and symmetry. Our method is general enough that multiple approaches could potentially be used to generate these statistics. We quantitatively evaluate our approach by comparing it to an ablated model without difficulty conditioning. In addition, we analyze both quantitatively and qualitatively whether the style of the dataset is preserved in the generated levels. Our approach generates more valid levels than the same method without difficulty conditioning. Monica Villanueva Aylagas, Joakim Bergdahl, Jonas Gillberg, Alessandro Sestini, Theodor Tolstoy, Linus Gisslén |
IEEE Trans. Games | 6 |
| 2024 | Automated Gameplay Testing and Validation With Curiosity-Conditioned Proximal TrajectoriesabstractThis article proposes a novel deep reinforcement learning algorithm to perform automated analysis and detection of gameplay issues in complex 3-D navigation environments. The curiosity-conditioned proximal trajectories (CCPT) method combines curiosity and imitation learning to train agents that methodically explore in the proximity of known trajectories derived from expert demonstrations. We show how our new algorithm can explore complex environments, discovering gameplay issues, and design oversights in the process, and recognize and highlight them directly to game designers. We also propose a visual analytics interface to aid interpretation of results from the method. This interface transforms information from complex models into interpretable and interactive visual forms. We further demonstrate the effectiveness of the algorithm in a novel 3-D navigation environment, which reflects the complexity of modern video games. Our results show a higher level of coverage and bug discovery than baseline methods, demonstrating that our method can be a useful tool for game designers to automatically identify design issues. Moreover, our experiments show that the visual explanations provided by the analytics interface result in a significant increase in user trust and acceptance of automated playtesting and increased confidence in the use of machine learning techniques for video game development. Alessandro Sestini, Linus Gisslén, Joakim Bergdahl, Konrad Tollmar, Andrew D. Bagdanov |
IEEE Trans. Games | 2 |
| 2023 | Generating Personas for Games with Multimodal Adversarial Imitation LearningabstractReinforcement learning has been widely successful in producing agents capable of playing games at a human level. However, this requires complex reward engineering, and the agent’s resulting policy is often unpredictable. Going beyond reinforcement learning is necessary to model a wide range of human playstyles, which can be difficult to represent with a reward function. This paper presents a novel imitation learning approach to generate multiple persona policies for playtesting. Multimodal Generative Adversarial Imitation Learning (Multi-GAIL) uses an auxiliary input parameter to learn distinct personas using a single-agent model. MultiGAIL is based on generative adversarial imitation learning and uses multiple dis-criminators as reward models, inferring the environment reward by comparing the agent and distinct expert policies. The reward from each discriminator is weighted according to the auxiliary input. Our experimental analysis demonstrates the effectiveness of our technique in two environments with continuous and discrete action spaces. William Ahlberg, Alessandro Sestini, Konrad Tollmar, Linus Gisslén |
CoG | 4 |
| 2023 | Technical Challenges of Deploying Reinforcement Learning Agents for Game Testing in AAA GamesabstractGoing from research to production, especially for large and complex software systems, is fundamentally a hard problem. In large-scale game production, one of the main reasons is that the development environment can be very different from the final product. In this technical paper we describe an effort to add an experimental reinforcement learning system to an existing automated game testing solution based on scripted bots in order to increase its capacity. We report on how this reinforcement learning system was integrated with the aim to increase test coverage similar to [1] in a set of AAA games including Battlefield 2042 and Dead Space (2023). The aim of this technical paper is to show a use-case of leveraging reinforcement learning in game production and cover some of the largest time sinks anyone who wants to make the same journey for their game may encounter. Furthermore, to help the game industry to adopt this technology faster, we propose a few research directions that we believe will be valuable and necessary for making machine learning, and especially reinforcement learning, an effective tool in game production. Jonas Gillberg, Joakim Bergdahl, Alessandro Sestini, Andy Eakins, Linus Gisslén |
CoG | 5 |
| 2023 | Towards Informed Design and Validation Assistance in Computer Games Using Imitation LearningabstractIn games, as in many other domains, design validation and testing is a significant challenge as systems are growing in size and manual testing is becoming infeasible. In this position paper we outline an approach to automated game validation based on an imitation learning technique, and provide an analysis of the potential benefits to automated game testing. The method leverages a data-driven technique, which requires little effort and time and no knowledge of machine learning or programming, that designers can use to efficiently train game testing agents. We evaluate the validity of our claim by conducting a user study with industry experts. The survey results presented in this paper demonstrate the potential of a data-driven approach to reduce effort and enhance the quality of game testing. Moreover, the survey reveals several open challenges. To this end, we analyze the identified challenges and provide a basis for further research and discussion, as well as to help guide the development of imitation learning for game testing. Alessandro Sestini, Joakim Bergdahl, Konrad Tollmar, Andrew D. Bagdanov, Linus Gisslén |
CoG | 5 |
| 2022 | Automatic Testing and Validation of Level of Detail Reductions Through Supervised LearningabstractModern video games are rapidly growing in size and scale, and to create rich and interesting environments, a large amount of content is needed. As a consequence, often several thousands of detailed 3D assets are used to create a single scene. As each asset’s polygon mesh can contain millions of polygons, the number of polygons that need to be drawn every frame may exceed several billions. Therefore, the computational resources often limit how many detailed objects that can be displayed in a scene. To push this limit and to optimize performance one can reduce the polygon count of the assets when possible. Basically, the idea is that an object at farther distance from the capturing camera, consequently with relatively smaller screen size, its polygon count may be reduced without affecting the perceived quality. Level of Detail (LOD) refers to the complexity level of a 3D model representation. The process of removing complexity is often called LOD reduction and can be done automatically with an algorithm or by hand by artists. However, this process may lead to deterioration of the visual quality if the different LODs differ significantly, or if LOD reduction transition is not seamless. Today the validation of these results is mainly done manually requiring an expert to visually inspect the results. However, this process is slow, mundane, and therefore prone to error. Herein we propose a method to automate this process based on the use of deep convolutional networks. We report promising results and envision that this method can be used to automate the process of LOD reduction testing and validation. Matilda Tamm, Olivia Shamon, Hector Anadon Leon, Konrad Tollmar, Linus Gisslén |
CoG | 5 |
| 2021 | Adversarial Reinforcement Learning for Procedural Content GenerationabstractTraining RL agents to solve novel environments is a notoriously difficult task. Here we present a new approach ARLPCG: Adversarial Reinforcement Learning for Procedural Content Generation, which procedurally generates and tests previously unseen environments with an auxiliary input as a control variable. The procedurally generated environments induces state diversity which increases the generalizability of the trained agents. ARLPCG deploys an adversarial model with one PCG RL agent (called Generator) and one solving RL agent (called Solver). The Generator receives a reward signal based on the Solver's performance, which encourages the environment design to be challenging but not impossible. To further drive diversity and control of the environment generation, we propose using auxiliary inputs for the Generator. The benefit is two-fold: Firstly, the Solver achieves better generalization through the Generator's generated challenges. Secondly, the trained Generator can be used as a creator of novel environments that, together with the Solver, can be shown to be solvable. We create two types of 3D environments to validate our model, representing two popular game genres: a third-person platformer and a racing game. In these cases, we show that ARLPCG has a significantly better solve ratio, and that the auxiliary inputs renders the levels creation controllable to a certain degree. For a video compilation of the results please visit https://youtu.be/z7q2PtVsT0I. Linus Gisslén, Andy Eakins, Camilo Gordillo, Joakim Bergdahl, Konrad Tollmar |
CoG | 1 |
| 2021 | Improving Playtesting Coverage via Curiosity Driven Reinforcement Learning AgentsabstractAs modern games continue growing both in size and complexity, it has become more challenging to ensure that all the relevant content is tested and that any potential issues are properly identified and fixed. Attempting to maximize testing coverage using only human participants, however, results in a tedious and hard to orchestrate process which normally slows down the development cycle. Complementing playtesting via autonomous agents has shown great promise accelerating and simplifying this process. This paper addresses the problem of automatically exploring and testing a given scenario using reinforcement learning agents trained to maximize game state coverage. Each of these agents is rewarded based on the novelty of its actions, thus encouraging a curious and exploratory behaviour on a complex 3D scenario where previously proposed exploration techniques perform poorly. The curious agents are able to learn the complex navigation mechanics required to reach the different areas around the map, thus providing the necessary data to identify potential issues. Moreover, the paper also investigates different visualization strategies and evaluates how to make better use of the collected data to drive design decisions and to recognize possible problems and oversights. Camilo Gordillo, Joakim Bergdahl, Konrad Tollmar, Linus Gisslén |
CoG | 4 |
| 2020 | Augmenting Automated Game Testing with Deep Reinforcement LearningabstractGeneral game testing relies on the use of human play testers, play test scripting, and prior knowledge of areas of interest to produce relevant test data. Using deep reinforcement learning (DRL), we introduce a self-learning mechanism to the game testing framework. With DRL, the framework is capable of exploring and/or exploiting the game mechanics based on a user-defined, reinforcing reward signal. As a result, test coverage is increased and unintended game play mechanics, exploits and bugs are discovered in a multitude of game types. In this paper, we show that DRL can be used to increase test coverage, find exploits, test map difficulty, and to detect common problems that arise in the testing of first-person shooter (FPS) games. Joakim Bergdahl, Camilo Gordillo, Konrad Tollmar, Linus Gisslén |
CoG | 4 |
| 2017 | Evaluating deep reinforcement learning for computer generated forces in ground combat simulationabstractDeep learning techniques are able to process and learn from data (e.g., images, video, audio) without explicit feature extraction. As a result, not only is the manual workload to build such models reduced, but the performance and accuracy of these models can often outperform those in which the preprocessing phase embeds human intuition. In the light of these advancements this study aims to examine if current, often manual, practices and techniques for modeling tactical behavior can be improved using deep reinforcement learning (DRL). We compare three state-of-the-art DRL algorithms according to their ability to control computer generated forces in simulated ground combat scenarios. The algorithms are empirically evaluated by comparing learning curves and behavioral performance using four basic maneuverability tasks. Our results show that at least one algorithm solved all tasks without hyperparameter search. Babak Toghiani-Rizi, Farzad Kamrani, Linus J. Luotsinen, Linus Gisslén |
SMC | 4 |