Abstract:Quantum circuit optimization for fault-tolerant computing requires exact functional equivalence while minimizing expensive non-Clifford resources such as T gates. We study this problem using a compact 44.8M-parameter encoder-decoder transformer with structured circuit tokenization, evaluating on parameterized circuits (2-6 qubits) and Clifford+T circuits (3-6 qubits). On parameterized circuits, a hybrid approach -- structure from the transformer, angles from classical optimization -- achieves median fidelity 1.000 on 3-6 qubit circuits. On Clifford+T circuits, where all gates are discrete and no post-processing is possible, the model learns valid syntax and accurate T-Count statistics, yet exact equivalence degrades sharply with target length -- from 88% on circuits with <=9 gates to near zero beyond 26 gates. We trace this failure to autoregressive drift: early-token divergence cascading irrecoverably through left-to-right decoding. Two levers partially mitigate the drift: inference-time strategies that generate multiple candidates and select via equivalence verification raise exact-match rates from 7% to 22.5%, while scaling training data by 2.5x pushes them to 39.5%. Yet the degradation with target length persists -- even with more data, exact equivalence drops from 94% on short circuits to under 4% beyond 26 gates. The contrast between settings is our central finding: when approximate outputs can be rescued by post-processing, the transformer succeeds; when exact discrete correctness is required, autoregressive drift limits reliability, with both inference-time search and data scaling as effective levers while training-side fine-tuning and model-level diversification are not.
Abstract:While the rapid advancements in the reinforcement learning (RL) research community have been remarkable, the adoption in commercial video games remains slow. In this paper, we outline common challenges the Game AI community faces when using RL-driven NPCs in practice, and highlight the intersection of RL with traditional behavior trees (BTs) as a crucial juncture to be explored further. Although the BT+RL intersection has been suggested in several research papers, its adoption is rare. We demonstrate the viability of this approach using AMD Schola -- a plugin for training RL agents in Unreal Engine -- by creating multi-task NPCs in a complex 3D environment inspired by the commercial video game ``The Last of Us". We provide detailed methodologies for jointly training RL models with BTs while showcasing various skills.




Abstract:Recent advancements in deep reinforcement learning have brought forth an impressive display of highly skilled artificial agents capable of complex intelligent behavior. In video games, these artificial agents are increasingly deployed as non-playable characters (NPCs) designed to enhance the experience of human players. However, while it has been shown that the convincing human-like behavior of NPCs leads to increased engagement in video games, the believability of an artificial agent's behavior is most often measured solely by its proficiency at a given task. Recent work has hinted that proficiency alone is not sufficient to discern human-like behavior. Motivated by this, we build a non-parametric two-sample hypothesis test designed to compare the behaviors of artificial agents to those of human players. We show that the resulting $p$-value not only aligns with anonymous human judgment of human-like behavior, but also that it can be used as a measure of similarity.