mlsanityData to 7 Oct 2026

PCGRL+: Scaling, Control and Generalization in Reinforcement Learning Level Generators

arXiv 2408.12525 ↗First posted 22 Aug 2024cs.LG cs.AIcited by 7

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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

  1. 2017Proximal Policy Optimization Algorithmscited by 14,441
  2. 2017Procedural Content Generation via Machine Learning (PCGML)cited by 136
  3. 2022Discovered Policy Optimisationcited by 103
  4. 2020PCGRL: Procedural Content Generation via Reinforcement Learningcited by 90
  5. 2024Craftax: A Lightning-Fast Benchmark for Open-Ended Reinforcement Learningcited by 80
  6. 2018Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Networkcited by 76
  7. 2020Deep Learning for Procedural Content Generationcited by 73
  8. 2016Super Mario as a String: Platformer Level Generation Via LSTMscited by 40
  9. 2021Learning Controllable Content Generatorscited by 40
  10. 2020Rotation, Translation, and Cropping for Zero-Shot Generalizationcited by 23
  11. 2022Learning Controllable 3D Level Generatorscited by 19
  12. 2018Co-Creative Level Design via Machine Learningcited by 18
2 more
  1. 2020Mixed-Initiative Level Design with RL Brushcited by 13
  2. 2018Addressing the Fundamental Tension of PCGML with Discriminative Learningcited by 8

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Cited by year (2026 to 7 Oct)

Citing papers per year: 2025: 6; 2026: 1.

7 papers.