# Demonstration-efficient Inverse Reinforcement Learning in Procedurally Generated Environments

arXiv: https://arxiv.org/abs/2012.02527 · HTML: https://mlsanity.com/paper/2012.02527/

## Key facts

- Cited by 6 papers in the map (data through 14 Oct 2026).
- Placed in Inverse reinforcement learning, one of 13 directions in Offline RL and imitation learning from data.
- Builds on 22 of its 38 references that are in the map.
- First posted on arXiv 4 Dec 2020.

## Placed in

- Offline RL and imitation learning from data / [Inverse reinforcement learning](https://mlsanity.com/offlinerl/inverse-reinforcement-learning/)

## Builds on (most cited first, 22 of 22)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Deep reinforcement learning from human preferences](https://mlsanity.com/paper/1706.03741/) (2017)
- [Trust Region Policy Optimization](https://mlsanity.com/paper/1502.05477/) (2015)
- [Unsupervised Representation Learning with Deep Convolutional Generative Adversarial Networks](https://mlsanity.com/paper/1511.06434/) (2015)
- [Concrete Problems in AI Safety](https://mlsanity.com/paper/1606.06565/) (2016)
- [Generative Adversarial Imitation Learning](https://mlsanity.com/paper/1606.03476/) (2016)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [End-to-End Training of Deep Visuomotor Policies](https://mlsanity.com/paper/1504.00702/) (2015)
- [Learning Robust Rewards with Adversarial Inverse Reinforcement Learning](https://mlsanity.com/paper/1710.11248/) (2017)
- [Leveraging Procedural Generation to Benchmark Reinforcement Learning](https://mlsanity.com/paper/1912.01588/) (2019)
- [Guided Cost Learning: Deep Inverse Optimal Control via Policy Optimization](https://mlsanity.com/paper/1603.00448/) (2016)
- [Reward learning from human preferences and demonstrations in Atari](https://mlsanity.com/paper/1811.06521/) (2018)
- [MineRL: A Large-Scale Dataset of Minecraft Demonstrations](https://mlsanity.com/paper/1907.13440/) (2019)
- [The NetHack Learning Environment](https://mlsanity.com/paper/2006.13760/) (2020)
- [A Connection between Generative Adversarial Networks, Inverse Reinforcement Learning, and Energy-Based Models](https://mlsanity.com/paper/1611.03852/) (2016)
- [Illuminating Generalization in Deep Reinforcement Learning through Procedural Level Generation](https://mlsanity.com/paper/1806.10729/) (2018)
- [Increasing Generality in Machine Learning through Procedural Content Generation](https://mlsanity.com/paper/1911.13071/) (2019)
- [Obstacle Tower: A Generalization Challenge in Vision, Control, and Planning](https://mlsanity.com/paper/1902.01378/) (2019)
- [High-Fidelity Image Generation With Fewer Labels](https://mlsanity.com/paper/1903.02271/) (2019)
- [Inverse reinforcement learning for video games](https://mlsanity.com/paper/1810.10593/) (2018)
- [DeepCrawl: Deep Reinforcement Learning for Turn-based Strategy Games](https://mlsanity.com/paper/2012.01914/) (2020)
- [Adversarial recovery of agent rewards from latent spaces of the limit order book](https://mlsanity.com/paper/1912.04242/) (2019)

## Built on by (most cited first, 6 of 6)

- [A Survey of Zero-shot Generalisation in Deep Reinforcement Learning](https://mlsanity.com/paper/2111.09794/) (2021)
- [Policy Fusion for Adaptive and Customizable Reinforcement Learning Agents](https://mlsanity.com/paper/2104.10610/) (2021)
- [Improving Generalization in Game Agents with Data Augmentation in Imitation Learning](https://mlsanity.com/paper/2309.12815/) (2023)
- [ARMCHAIR: integrated inverse reinforcement learning and model predictive control for human-robot collaboration](https://mlsanity.com/paper/2402.19128/) (2024)
- [Rethinking Adversarial Inverse Reinforcement Learning: Policy Imitation, Transferable Reward Recovery and Algebraic Equilibrium Proof](https://mlsanity.com/paper/2403.14593/) (2024)
- [TROFI: Trajectory-Ranked Offline Inverse Reinforcement Learning](https://mlsanity.com/paper/2506.22008/) (2025)

## Abstract (arXiv)

Deep Reinforcement Learning achieves very good results in domains where reward functions can be manually engineered. At the same time, there is growing interest within the community in using games based on Procedurally Content Generation (PCG) as benchmark environments since this type of environment is perfect for studying overfitting and generalization of agents under domain shift. Inverse Reinforcement Learning (IRL) can instead extrapolate reward functions from expert demonstrations, with good results even on high-dimensional problems, however there are no examples of applying these techniques to procedurally-generated environments. This is mostly due to the number of demonstrations needed to find a good reward model. We propose a technique based on Adversarial Inverse Reinforcement Learning which can significantly decrease the need for expert demonstrations in PCG games. Through the use of an environment with a limited set of initial seed levels, plus some modifications to stabilize training, we show that our approach, DE-AIRL, is demonstration-efficient and still able to extrapolate reward functions which generalize to the fully procedural domain. We demonstrate the effectiveness of our technique on two procedural environments, MiniGrid and DeepCrawl, for a variety of tasks.
