Sign inGet started
Paper · arXiv

Runtime Action Interference for AI Control of AlphaStar in StarCraft II

A trained reinforcement learning policy does not determine the complete behavior that users encounter: deployment code still schedules, admits, suppresses, or replaces its proposed actions. We contribute \emph{runtime action interference} (RAI), an AI control mechanism that preserves policy parameters while regulating action pacing and filtering configured action patterns after inference. RAI releases a proposed action only when its cooldown condition is satisfied and its content detector does not flag the action; otherwise, it dispatches a no-op. The detector covers specified toxic behaviors, including worker-unit harassment, while the cooldown controls action rate. We implement RAI in a...

AuthorsJaymari Chua, Chen Wang, Liming Zhu et al.
Primary categorycs.LG
Published5 August 2026
Last updated at source5 August 2026
cs.LGcs.AIcs.CYcs.HCcs.MA
Embed this entry
<iframe src="https://silytics.si/embed/item/8a8c00c2-a4e1-47d9-9c36-6401d643e4c8" width="420" height="190" style="border:0" loading="lazy" title="Silytics entry"></iframe>

Free, no tracking. More about feeds and embeds.

Silytics shows public metadata from arXiv and links to the original. Information may be incomplete or out of date. Last refreshed 17 October 2026. Licenses and terms of the original apply to the work itself. Not financial, legal or professional advice.