Mirror Mode in Fire Emblem: Beating Players at their own Game with Imitation and Reinforcement Learning

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📝 Original Info

  • Title: Mirror Mode in Fire Emblem: Beating Players at their own Game with Imitation and Reinforcement Learning
  • ArXiv ID: 2512.11902
  • Date: 2025-12-10
  • Authors: Yanna Elizabeth Smid, Peter van der Putten, Aske Plaat

📝 Abstract

Enemy strategies in turn-based games should be surprising and unpredictable. This study introduces Mirror Mode, a new game mode where the enemy AI mimics the personal strategy of a player to challenge them to keep changing their gameplay. A simplified version of the Nintendo strategy video game Fire Emblem Heroes has been built in Unity, with a Standard Mode and a Mirror Mode. Our first set of experiments find a suitable model for the task to imitate player demonstrations, using Reinforcement Learning and Imitation Learning: combining Generative Adversarial Imitation Learning, Behavioral Cloning, and Proximal Policy Optimization. The second set of experiments evaluates the constructed model with player tests, where models are trained on demonstrations provided by participants. The gameplay of the participants indicates good imitation in defensive behavior, but not in offensive strategies. Participant's surveys indicated that they recognized their own retreating tactics, and resulted in an overall higher player-satisfaction for Mirror Mode. Refining the model further may improve imitation quality and increase player's satisfaction, especially when players face their own strategies. The full code and survey results are stored at: https://github.com/YannaSmid/MirrorMode

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Mirror Mode in Fire Emblem: Beating Players at their own Game with Imitation and Reinforcement Learning Yanna Elizabeth Smid yanna.e.smid@gmail.com LIACS, Leiden University Leiden, The Netherlands Peter van der Putten p.w.h.van.der.putten@liacs.leidenuniv.nl LIACS, Leiden University Leiden, The Netherlands Aske Plaat a.plaat@liacs.leidenuniv.nl LIACS, Leiden University Leiden, The Netherlands Abstract Enemy strategies in turn-based games should be surprising and unpredictable. This study introduces Mirror Mode, a new game mode where the enemy AI mimics the personal strategy of a player to challenge them to keep changing their gameplay. A simplified version of the Nintendo strategy video game Fire Emblem Heroes has been built in Unity, with a Standard Mode and a Mirror Mode. Our first set of experiments find a suitable model for the task to imitate player demonstrations, using Reinforcement Learning and Imitation Learning: combining Generative Adversarial Imitation Learning, Behavioral Cloning, and Proximal Policy Optimization. The second set of experiments evaluates the constructed model with player tests, where models are trained on demonstrations pro- vided by participants. The gameplay of the participants indicates good imitation in defensive behavior, but not in offensive strategies. Participant’s surveys indicated that they recognized their own re- treating tactics, and resulted in an overall higher player-satisfaction for Mirror Mode. Refining the model further may improve imitation quality and increase player’s satisfaction, especially when players face their own strategies. The full code and survey results are stored at: https://github.com/YannaSmid/MirrorMode. Keywords Imitation Learning, Reinforcement Learning, Game AI, Strategy Games ACM Reference Format: Yanna Elizabeth Smid, Peter van der Putten, and Aske Plaat. 2025. Mirror Mode in Fire Emblem: Beating Players at their own Game with Imitation and Reinforcement Learning. In Proceedings of LIACS. ACM, New York, NY, USA, 14 pages. 1 Introduction In video games, non-playable character (NPC) behavior has relied on artificial intelligence (AI) algorithms for decades [23]. Now, with the quick advancements made in AI, new possibilities are found to enhance the behavior of NPCs, to increase the quality of a video game. NPC behavior refers to how characters in games should act and react to certain events in the game environment. Realistic NPC behavior contributes significantly to the player immersion and satisfaction of the game [16]. Traditionally, these behavior types This work is licensed under a Creative Commons Attribution 4.0 International License. LIACS, Leiden © 2025 Copyright held by the owner/author(s). are handled by Finite State Machines (FSM) or Behavior Trees (BT), where each character follows a set of predefined heuristics and transitions between states based on game events [8]. Nevertheless, this method of programmable behavior can result in repetitive behavior that makes NPCs predictable in their actions [1, 17]. In strategy games, predictability in enemy tactics can have a major influence on player experience. Strategy games require tac- tical thinking to defeat a team of opponents, while keeping your own team alive. Statistics in 2024 have shown that the popularity of strategy games has drastically decreased in the past 9 years [28]. This may be linked to the predictability of the enemy’s action as it makes games easier to play, possibly reducing the engagement of more experienced players [1]. In addition to this, it is found that playing several repetitive games can cause boredom [5]. Therefore, this study aims to address the risk of boredom in strat- egy video games by introducing Mirror Mode, a new game mode where the enemy NPCs learn a strategy based on the player’s strat- egy through Imitation Learning (IL) [20]. A simplified version of the mobile strategy game Fire Emblem Heroes [21] was developed, to apply combinations of Generative Adversarial Imitation Learning (GAIL), Behavioral Cloning (BC), and Proximal Policy Optimization (PPO), in order to train agents. The performance of the algorithms are assessed through ablation and optimization experiments, where the best configuration of algorithms and their hyperparameters were used for further evaluations through user studies. The con- ducted user studies evaluated the performance of the trained agents and their imitation quality. The research aims to answer the central research question: How will a player’s game experience be influenced when NPCs imitate their strategy in a turn-based strategy game? With the results of the finetuning experiments the study aims to further explore the sub-question: “To what extent can reinforcement learning (RL) and imitation learning (IL) be applied to teach NPCs the strategy of a player in a turn-based strategy game?” Altogether, the study provides an innovative method of playing strategy games, and offers insights into the effectiveness of IL a

📸 Image Gallery

BC_str.png BC_str_GAILLoss.png Curiosity_Strength.png Curiosity_Strength_GAILLoss.png Extrinsic_Strength.png Extrinsic_Strength_GAILLoss.png FE_AttackFoe.jpg FE_StartScene.jpg FE_UnitRanges.jpg FE_moveUnit.jpg GAIL_LR.png GAIL_LR_gailloss.png ModelCombos_CumuRewards.png ModelCombos_GAILLoss.png My_FE_MirrorMode.png My_FE_game_range_attack_foe.png My_FE_game_range_initiate_combat.png PPO_lr.png PPO_lr_GAILLoss.png ParticipantSkills_Experience_Rating.jpg SatisfactionScores_PQ_errorbars.png TrainingVariants_CumuReward.png TrainingVariants_GAILLoss.png advantages.png attacks.png deaths.png disadvantages.png effectives.png kills.png meanratings_stdev.png mirrored_environments_new.png movements.png resized_training_scene.png wins.png

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