Combining Evolutionary Search with Behaviour Cloning for Procedurally Generated Content
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Abstract (arXiv)
In this work, we consider the problem of procedural content generation for video game levels. Prior approaches have relied on evolutionary search (ES) methods capable of generating diverse levels, but this generation procedure is slow, which is problematic in real-time settings. Reinforcement learning (RL) has also been proposed to tackle the same problem, and while level generation is fast, training time can be prohibitively expensive. We propose a framework to tackle the procedural content generation problem that combines the best of ES and RL. In particular, our approach first uses ES to generate a sequence of levels evolved over time, and then uses behaviour cloning to distil these levels into a policy, which can then be queried to produce new levels quickly. We apply our approach to a maze game and Super Mario Bros, with our results indicating that our approach does in fact decrease the time required for level generation, especially when an increasing number of valid levels are required.
Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 5 of its 16 references that are in the map. First posted on arXiv 29 Jul 2022.
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References · 5
- 2017Procedural Content Generation via Machine Learning (PCGML)cited by 137
- 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
- 2020Temporally-Extended ε-Greedy Explorationcited by 29
- 2020CPPN2GAN: Combining Compositional Pattern Producing Networks and GANs for Large-scale Pattern Generationcited by 19
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