Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Study
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Abstract (arXiv)
We introduce a procedural content generation (PCG) framework at the intersections of experience-driven PCG and PCG via reinforcement learning, named ED(PCG)RL, EDRL in short. EDRL is able to teach RL designers to generate endless playable levels in an online manner while respecting particular experiences for the player as designed in the form of reward functions. The framework is tested initially in the Super Mario Bros game. In particular, the RL designers of Super Mario Bros generate and concatenate level segments while considering the diversity among the segments. The correctness of the generation is ensured by a neural net-assisted evolutionary level repairer and the playability of the whole level is determined through AI-based testing. Our agents in this EDRL implementation learn to maximise a quantification of Koster's principle of fun by moderating the degree of diversity across level segments. Moreover, we test their ability to design fun levels that are diverse over time and playable. Our proposed framework is capable of generating endless, playable Super Mario Bros levels with varying degrees of fun, deviation from earlier segments, and playability. EDRL can be generalised to any game that is built as a segment-based sequential process and features a built-in compressed representation of its game content.
Key facts. Cited by 25 papers in the map (data through 7 Oct 2026). Builds on 15 of its 47 references that are in the map. First posted on arXiv 30 Jun 2021.
Builds on
15 of 47 references.
References · 15
- 2017Proximal Policy Optimization Algorithmscited by 14,441
- 2016OpenAI Gymcited by 1,684
- 2016ViZDoom: A Doom-based AI Research Platform for Visual Reinforcement Learningcited by 178
- 2017Procedural Content Generation via Machine Learning (PCGML)cited by 136
- 2020PCGRL: Procedural Content Generation via Reinforcement Learningcited by 90
- 2018Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Networkcited by 76
- 2020Deep Learning for Procedural Content Generationcited by 73
- 2019Increasing Generality in Machine Learning through Procedural Content Generationcited by 58
- 2018General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithmscited by 45
- 2019Procedural Content Generation through Quality Diversitycited by 45
- 2016The VGLC: The Video Game Level Corpuscited by 41
- 2021Adversarial Reinforcement Learning for Procedural Content Generationcited by 36
3 more
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Citing papers per year: 2021: 3; 2022: 9; 2023: 7; 2024: 2; 2025: 2; 2026: 2.
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- 2023Games for Artificial Intelligence Research: A Review and Perspectivescited by 14
- 2026Co-Evolving LLM Decision and Skill Bank Agents for Long-Horizon Taskscited by 13
- 2023Affective Game Computing: A Surveycited by 11
- 2022Mutation Models: Learning to Generate Levels by Imitating Evolutioncited by 9
- 2022Open-Ended Evolution for Minecraft Building Generationcited by 9
- 2022Generative Personas That Behave and Experience Like Humanscited by 7
- 2023RaidEnv: Exploring New Challenges in Automated Content Balancing for Boss Raid Gamescited by 7
- 2021Go-Blend behavior and affectcited by 6
- 2024Measuring Diversity of Game Scenarioscited by 5
- 2023Hierarchically Composing Level Generators for the Creation of Complex Structurescited by 4
- 2021Keiki: Towards Realistic Danmaku Generation via Sequential GANscited by 2
- 2021Adapting Procedural Content Generation to Player Personas Through Evolutioncited by 2
13 more
- 2022Generating Game Levels of Diverse Behaviour Engagementcited by 2
- 2022Online Game Level Generation from Musiccited by 2
- 2022Towards Objective Metrics for Procedurally Generated Video Game Levelscited by 1
- 2022Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorialscited by 1
- 2022State Space Closure: Revisiting Endless Online Level Generation via Reinforcement Learningcited by 1
- 2023Reconstructing Existing Levels through Level Inpaintingcited by 1
- 2022Improving Deep Localized Level Analysis: How Game Logs Can Helpcited by 0
- 2023Level Assembly as a Markov Decision Processcited by 0
- 2023RAMario: Experimental Approach to Reptile Algorithm -- Reinforcement Learning for Mariocited by 0
- 2024Closing the Affective Loop via Experience-Driven Reinforcement Learning Designerscited by 0
- 2025A Markovian Framing of WaveFunctionCollapse for Procedurally Generating Aesthetically Complex Environmentscited by 0
- 2025Expanding Horizons of Level Diversity via Multi-objective Evolutionary Learningcited by 0
- 2026Learning Local Constraints for Reinforcement-Learned Content Generatorscited by 0
- 2026Learning Local Constraints for Reinforcement-Learned Content Generators13 May 2026
- 2026Co-Evolving LLM Decision and Skill Bank Agents for Long-Horizon Tasks22 Apr 2026
- 2025Expanding Horizons of Level Diversity via Multi-objective Evolutionary Learning29 Sep 2025
- 2025A Markovian Framing of WaveFunctionCollapse for Procedurally Generating Aesthetically Complex Environments12 Sep 2025
- 2024Closing the Affective Loop via Experience-Driven Reinforcement Learning Designers23 Jul 2024
- 2024Measuring Diversity of Game Scenarios15 Apr 2024
- 2023Affective Game Computing: A Survey25 Sep 2023
- 2023Reconstructing Existing Levels through Level Inpainting18 Sep 2023
- 2023RaidEnv: Exploring New Challenges in Automated Content Balancing for Boss Raid Games4 Jul 2023
- 2023RAMario: Experimental Approach to Reptile Algorithm -- Reinforcement Learning for Mario16 May 2023
- 2023Level Assembly as a Markov Decision Process27 Apr 2023
- 2023Games for Artificial Intelligence Research: A Review and Perspectives26 Apr 2023
13 more
- 2023Hierarchically Composing Level Generators for the Creation of Complex Structures3 Feb 2023
- 2022Improving Deep Localized Level Analysis: How Game Logs Can Help7 Dec 2022
- 2022State Space Closure: Revisiting Endless Online Level Generation via Reinforcement Learning6 Dec 2022
- 2022Open-Ended Evolution for Minecraft Building Generation7 Sep 2022
- 2022Generative Personas That Behave and Experience Like Humans26 Aug 2022
- 2022Online Game Level Generation from Music12 Jul 2022
- 2022Generating Game Levels of Diverse Behaviour Engagement5 Jul 2022
- 2022Mutation Models: Learning to Generate Levels by Imitating Evolution11 Jun 2022
- 2022Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorials11 Apr 2022
- 2022Towards Objective Metrics for Procedurally Generated Video Game Levels25 Jan 2022
- 2021Adapting Procedural Content Generation to Player Personas Through Evolution7 Dec 2021
- 2021Go-Blend behavior and affect24 Sep 2021
- 2021Keiki: Towards Realistic Danmaku Generation via Sequential GANs7 Jul 2021
- 2023Games for Artificial Intelligence Research: A Review and Perspectivescited by 14
- 2023Affective Game Computing: A Surveycited by 11
- 2022Mutation Models: Learning to Generate Levels by Imitating Evolutioncited by 9
- 2022Open-Ended Evolution for Minecraft Building Generationcited by 9
- 2022Generative Personas That Behave and Experience Like Humanscited by 7
- 2023RaidEnv: Exploring New Challenges in Automated Content Balancing for Boss Raid Gamescited by 7
- 2021Go-Blend behavior and affectcited by 6
- 2024Measuring Diversity of Game Scenarioscited by 5
- 2023Hierarchically Composing Level Generators for the Creation of Complex Structurescited by 4
- 2021Keiki: Towards Realistic Danmaku Generation via Sequential GANscited by 2
- 2021Adapting Procedural Content Generation to Player Personas Through Evolutioncited by 2
- 2022Generating Game Levels of Diverse Behaviour Engagementcited by 2
12 most cited of 24 All 24 (JSON)
- 2026Learning Local Constraints for Reinforcement-Learned Content Generators13 May 2026
- 2025Expanding Horizons of Level Diversity via Multi-objective Evolutionary Learning29 Sep 2025
- 2025A Markovian Framing of WaveFunctionCollapse for Procedurally Generating Aesthetically Complex Environments12 Sep 2025
- 2024Closing the Affective Loop via Experience-Driven Reinforcement Learning Designers23 Jul 2024
- 2024Measuring Diversity of Game Scenarios15 Apr 2024
- 2023Affective Game Computing: A Survey25 Sep 2023
- 2023Reconstructing Existing Levels through Level Inpainting18 Sep 2023
- 2023RaidEnv: Exploring New Challenges in Automated Content Balancing for Boss Raid Games4 Jul 2023
- 2023RAMario: Experimental Approach to Reptile Algorithm -- Reinforcement Learning for Mario16 May 2023
- 2023Level Assembly as a Markov Decision Process27 Apr 2023
- 2023Games for Artificial Intelligence Research: A Review and Perspectives26 Apr 2023
- 2023Hierarchically Composing Level Generators for the Creation of Complex Structures3 Feb 2023
12 newest of 24 All 24 (JSON)