# RLSS: A Deep Reinforcement Learning Algorithm for Sequential Scene Generation

arXiv: https://arxiv.org/abs/2206.02544 · HTML: https://mlsanity.com/paper/2206.02544/

## Key facts

- Cited by 4 papers in the map (data through 14 Oct 2026).
- Builds on 21 of its 41 references that are in the map.
- First posted on arXiv 1 Jun 2022.

## Builds on (most cited first, 21 of 21)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [A Style-Based Generator Architecture for Generative Adversarial Networks](https://mlsanity.com/paper/1812.04948/) (2018)
- [Generative Adversarial Networks](https://mlsanity.com/paper/2203.00667/) (2022)
- [Analyzing and Improving the Image Quality of StyleGAN](https://mlsanity.com/paper/1912.04958/) (2019)
- [Trust Region Policy Optimization](https://mlsanity.com/paper/1502.05477/) (2015)
- [Asynchronous Methods for Deep Reinforcement Learning](https://mlsanity.com/paper/1602.01783/) (2016)
- [Neural Architecture Search with Reinforcement Learning](https://mlsanity.com/paper/1611.01578/) (2016)
- [Reinforcement Learning and Control as Probabilistic Inference: Tutorial and Review](https://mlsanity.com/paper/1805.00909/) (2018)
- [Semantic Scene Completion from a Single Depth Image](https://mlsanity.com/paper/1611.08974/) (2016)
- [Maximum a Posteriori Policy Optimisation](https://mlsanity.com/paper/1806.06920/) (2018)
- [Sample Efficient Actor-Critic with Experience Replay](https://mlsanity.com/paper/1611.01224/) (2016)
- [Fast and Flexible Indoor Scene Synthesis via Deep Convolutional Generative Models](https://mlsanity.com/paper/1811.12463/) (2018)
- [Human-centric Indoor Scene Synthesis Using Stochastic Grammar](https://mlsanity.com/paper/1808.08473/) (2018)
- [Synthesizing Programs for Images using Reinforced Adversarial Learning](https://mlsanity.com/paper/1804.01118/) (2018)
- [Learning to Paint With Model-based Deep Reinforcement Learning](https://mlsanity.com/paper/1903.04411/) (2019)
- [Deep Generative Modeling for Scene Synthesis via Hybrid Representations](https://mlsanity.com/paper/1808.02084/) (2018)
- [ChainerRL: A Deep Reinforcement Learning Library](https://mlsanity.com/paper/1912.03905/) (2019)
- [Deep Generative Models with Learnable Knowledge Constraints](https://mlsanity.com/paper/1806.09764/) (2018)
- [Efficient Object Detection in Large Images using Deep Reinforcement Learning](https://mlsanity.com/paper/1912.03966/) (2019)
- [Teaching UAVs to Race: End-to-End Regression of Agile Controls in Simulation](https://mlsanity.com/paper/1708.05884/) (2017)

## Built on by (most cited first, 4 of 4)

- [Integrating Reinforcement Learning with Visual Generative Models: Foundations and Advances](https://mlsanity.com/paper/2508.10316/) (2025)
- [Reinforcement Learning for Generative AI: A Survey](https://mlsanity.com/paper/2308.14328/) (2023)
- [Cut-and-Approximate: 3D Shape Reconstruction from Planar Cross-sections with Deep Reinforcement Learning](https://mlsanity.com/paper/2210.12509/) (2022)
- [Automatic Scene Generation: State-of-the-Art Techniques, Models, Datasets, Challenges, and Future Prospects](https://mlsanity.com/paper/2410.01816/) (2024)

## Abstract (arXiv)

We present RLSS: a reinforcement learning algorithm for sequential scene generation. This is based on employing the proximal policy optimization (PPO) algorithm for generative problems. In particular, we consider how to effectively reduce the action space by including a greedy search algorithm in the learning process. Our experiments demonstrate that our method converges for a relatively large number of actions and learns to generate scenes with predefined design objectives. This approach is placing objects iteratively in the virtual scene. In each step, the network chooses which objects to place and selects positions which result in maximal reward. A high reward is assigned if the last action resulted in desired properties whereas the violation of constraints is penalized. We demonstrate the capability of our method to generate plausible and diverse scenes efficiently by solving indoor planning problems and generating Angry Birds levels.
