# Assessing Evolutionary Terrain Generation Methods for Curriculum Reinforcement Learning

arXiv: https://arxiv.org/abs/2203.15172 · HTML: https://mlsanity.com/paper/2203.15172/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 29 Mar 2022.

## Built on by (most cited first, 1 of 1)

- [In the Blink of an Eye: Instant Game Map Editing using a Generative-AI Smart Brush](https://mlsanity.com/paper/2503.19793/) (2025)

## Abstract (arXiv)

Curriculum learning allows complex tasks to be mastered via incremental progression over `stepping stone' goals towards a final desired behaviour. Typical implementations learn locomotion policies for challenging environments through gradual complexification of a terrain mesh generated through a parameterised noise function. To date, researchers have predominantly generated terrains from a limited range of noise functions, and the effect of the generator on the learning process is underrepresented in the literature. We compare popular noise-based terrain generators to two indirect encodings, CPPN and GAN. To allow direct comparison between both direct and indirect representations, we assess the impact of a range of representation-agnostic MAP-Elites feature descriptors that compute metrics directly from the generated terrain meshes. Next, performance and coverage are assessed when training a humanoid robot in a physics simulator using the PPO algorithm. Results describe key differences between the generators that inform their use in curriculum learning, and present a range of useful feature descriptors for uptake by the community.
