# Human-Aligned Procedural Level Generation Reinforcement Learning via Text-Level-Sketch Shared Representation

arXiv: https://arxiv.org/abs/2508.09860 · HTML: https://mlsanity.com/paper/2508.09860/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Placed in RL with diffusion and flow models, one of 15 directions in Deep reinforcement learning methods.
- Builds on 27 of its 31 references that are in the map.
- First posted on arXiv 13 Aug 2025.

## Placed in

- Deep reinforcement learning methods / [RL with diffusion and flow models](https://mlsanity.com/deeprl/rl-with-diffusion-and-flow-models/)

## Builds on (most cited first, 27 of 27)

- [Learning Transferable Visual Models From Natural Language Supervision](https://mlsanity.com/paper/2103.00020/) (2021)
- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Understanding Contrastive Representation Learning through Alignment and Uniformity on the Hypersphere](https://mlsanity.com/paper/2005.10242/) (2020)
- [ImageBind: One Embedding Space To Bind Them All](https://mlsanity.com/paper/2305.05665/) (2023)
- [R3M: A Universal Visual Representation for Robot Manipulation](https://mlsanity.com/paper/2203.12601/) (2022)
- [VATT: Transformers for Multimodal Self-Supervised Learning from Raw Video, Audio and Text](https://mlsanity.com/paper/2104.11178/) (2021)
- [AudioCLIP: Extending CLIP to Image, Text and Audio](https://mlsanity.com/paper/2106.13043/) (2021)
- [An Intriguing Failing of Convolutional Neural Networks and the CoordConv Solution](https://mlsanity.com/paper/1807.03247/) (2018)
- [ZSON: Zero-Shot Object-Goal Navigation using Multimodal Goal Embeddings](https://mlsanity.com/paper/2206.12403/) (2022)
- [Vision-Language Models are Zero-Shot Reward Models for Reinforcement Learning](https://mlsanity.com/paper/2310.12921/) (2023)
- [Vision-Language Models as Success Detectors](https://mlsanity.com/paper/2303.07280/) (2023)
- [Procedural Content Generation via Machine Learning (PCGML)](https://mlsanity.com/paper/1702.00539/) (2017)
- [PCGRL: Procedural Content Generation via Reinforcement Learning](https://mlsanity.com/paper/2001.09212/) (2020)
- [Learning Controllable Content Generators](https://mlsanity.com/paper/2105.02993/) (2021)
- [Connecting Multi-modal Contrastive Representations](https://mlsanity.com/paper/2305.14381/) (2023)
- [FuRL: Visual-Language Models as Fuzzy Rewards for Reinforcement Learning](https://mlsanity.com/paper/2406.00645/) (2024)
- [Learning Controllable 3D Level Generators](https://mlsanity.com/paper/2206.13623/) (2022)
- [Tile Pattern KL-Divergence for Analysing and Evolving Game Levels](https://mlsanity.com/paper/1905.05077/) (2019)
- [Mixed-Initiative Level Design with RL Brush](https://mlsanity.com/paper/2008.02778/) (2020)
- [RaidEnv: Exploring New Challenges in Automated Content Balancing for Boss Raid Games](https://mlsanity.com/paper/2307.01676/) (2023)
- [PCGRL+: Scaling, Control and Generalization in Reinforcement Learning Level Generators](https://mlsanity.com/paper/2408.12525/) (2024)
- [How to Evaluate Semantic Communications for Images with ViTScore Metric?](https://mlsanity.com/paper/2309.04891/) (2023)
- [ChatPCG: Large Language Model-Driven Reward Design for Procedural Content Generation](https://mlsanity.com/paper/2406.11875/) (2024)
- [G-PCGRL: Procedural Graph Data Generation via Reinforcement Learning](https://mlsanity.com/paper/2407.10483/) (2024)
- [IPCGRL: Language-Instructed Reinforcement Learning for Procedural Level Generation](https://mlsanity.com/paper/2503.12358/) (2025)
- [PCGRLLM: Large Language Model-Driven Reward Design for Procedural Content Generation Reinforcement Learning](https://mlsanity.com/paper/2502.10906/) (2025)
- [Multi-Objective Instruction-Aware Representation Learning in Procedural Content Generation RL](https://mlsanity.com/paper/2508.09193/) (2025)

## Built on by (most cited first, 2 of 2)

- [AbideGym: Turning Static RL Worlds into Adaptive Challenges](https://mlsanity.com/paper/2509.21234/) (2025)
- [Multiverse: Language-Conditioned Multi-Game Level Blending via Shared Representation](https://mlsanity.com/paper/2603.26782/) (2026)

## Abstract (arXiv)

Human-aligned AI is a critical component of co-creativity, as it enables models to accurately interpret human intent and generate controllable outputs that align with design goals in collaborative content creation. This direction is especially relevant in procedural content generation via reinforcement learning (PCGRL), which is intended to serve as a tool for human designers. However, existing systems often fall short of exhibiting human-centered behavior, limiting the practical utility of AI-driven generation tools in real-world design workflows. In this paper, we propose VIPCGRL (Vision-Instruction PCGRL), a novel deep reinforcement learning framework that incorporates three modalities-text, level, and sketches-to extend control modality and enhance human-likeness. We introduce a shared embedding space trained via quadruple contrastive learning across modalities and human-AI styles, and align the policy using an auxiliary reward based on embedding similarity. Experimental results show that VIPCGRL outperforms existing baselines in human-likeness, as validated by both quantitative metrics and human evaluations. The code and dataset are available at https://github.com/bic4907/VIPCGRL.
