PCGRL+: Scaling, Control and Generalization in Reinforcement Learning Level Generators
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Abstract (arXiv)
Procedural Content Generation via Reinforcement Learning (PCGRL) has been introduced as a means by which controllable designer agents can be trained based only on a set of computable metrics acting as a proxy for the level's quality and key characteristics. While PCGRL offers a unique set of affordances for game designers, it is constrained by the compute-intensive process of training RL agents, and has so far been limited to generating relatively small levels. To address this issue of scale, we implement several PCGRL environments in Jax so that all aspects of learning and simulation happen in parallel on the GPU, resulting in faster environment simulation; removing the CPU-GPU transfer of information bottleneck during RL training; and ultimately resulting in significantly improved training speed. We replicate several key results from prior works in this new framework, letting models train for much longer than previously studied, and evaluating their behavior after 1 billion timesteps. Aiming for greater control for human designers, we introduce randomized level sizes and frozen "pinpoints" of pivotal game tiles as further ways of countering overfitting. To test the generalization ability of learned generators, we evaluate models on large, out-of-distribution map sizes, and find that partial observation sizes learn more robust design strategies.
Key facts. Cited by 7 papers in the map (data through 7 Oct 2026). Builds on 14 of its 22 references that are in the map. First posted on arXiv 22 Aug 2024.
Builds on
14 of 22 references.
References · 14
- 2017Proximal Policy Optimization Algorithmscited by 14,441
- 2017Procedural Content Generation via Machine Learning (PCGML)cited by 136
- 2022Discovered Policy Optimisationcited by 103
- 2020PCGRL: Procedural Content Generation via Reinforcement Learningcited by 90
- 2024Craftax: A Lightning-Fast Benchmark for Open-Ended Reinforcement Learningcited by 80
- 2018Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Networkcited by 76
- 2020Deep Learning for Procedural Content Generationcited by 73
- 2016Super Mario as a String: Platformer Level Generation Via LSTMscited by 40
- 2021Learning Controllable Content Generatorscited by 40
- 2020Rotation, Translation, and Cropping for Zero-Shot Generalizationcited by 23
- 2022Learning Controllable 3D Level Generatorscited by 19
- 2018Co-Creative Level Design via Machine Learningcited by 18
2 more
- 2020Mixed-Initiative Level Design with RL Brushcited by 13
- 2018Addressing the Fundamental Tension of PCGML with Discriminative Learningcited by 8
Built on by
Citing papers per year: 2025: 6; 2026: 1.
7 papers.
- 2025IPCGRL: Language-Instructed Reinforcement Learning for Procedural Level Generationcited by 4
- 2025PCGRLLM: Large Language Model-Driven Reward Design for Procedural Content Generation Reinforcement Learningcited by 3
- 2025Multi-Objective Instruction-Aware Representation Learning in Procedural Content Generation RLcited by 3
- 2025Human-Aligned Procedural Level Generation Reinforcement Learning via Text-Level-Sketch Shared Representationcited by 2
- 2025Video Game Level Design as a Multi-Agent Reinforcement Learning Problemcited by 1
- 2025Level the Level: Balancing Game Levels for Asymmetric Player Archetypes With Reinforcement Learningcited by 0
- 2026An Exploration of Collision-based Enemy Morphology Generationcited by 0
- 2026An Exploration of Collision-based Enemy Morphology Generation1 Jun 2026
- 2025Video Game Level Design as a Multi-Agent Reinforcement Learning Problem6 Oct 2025
- 2025Human-Aligned Procedural Level Generation Reinforcement Learning via Text-Level-Sketch Shared Representation13 Aug 2025
- 2025Multi-Objective Instruction-Aware Representation Learning in Procedural Content Generation RL8 Aug 2025
- 2025Level the Level: Balancing Game Levels for Asymmetric Player Archetypes With Reinforcement Learning31 Mar 2025
- 2025IPCGRL: Language-Instructed Reinforcement Learning for Procedural Level Generation16 Mar 2025
- 2025PCGRLLM: Large Language Model-Driven Reward Design for Procedural Content Generation Reinforcement Learning15 Feb 2025