Procedural Game Level Design with Deep Reinforcement Learning
On the map: Deep reinforcement learning methods → RL for games and combinatorial optimization
Abstract (arXiv)
Procedural content generation (PCG) has become an increasingly popular technique in game development, allowing developers to generate dynamic, replayable, and scalable environments with reduced manual effort. In this study, a novel method for procedural level design using Deep Reinforcement Learning (DRL) within a Unity-based 3D environment is proposed. The system comprises two agents: a hummingbird agent, acting as a solver, and a floating island agent, responsible for generating and placing collectible objects (flowers) on the terrain in a realistic and context-aware manner. The hummingbird is trained using the Proximal Policy Optimization (PPO) algorithm from the Unity ML-Agents toolkit. It learns to navigate through the terrain efficiently, locate flowers, and collect them while adapting to the ever-changing procedural layout of the island. The island agent is also trained using the Proximal Policy Optimization (PPO) algorithm. It learns to generate flower layouts based on observed obstacle positions, the hummingbird's initial state, and performance feedback from previous episodes. The interaction between these agents leads to emergent behavior and robust generalization across various environmental configurations. The results demonstrate that the approach not only produces effective and efficient agent behavior but also opens up new opportunities for autonomous game level design driven by machine learning. This work highlights the potential of DRL in enabling intelligent agents to both generate and solve content in virtual environments, pushing the boundaries of what AI can contribute to creative game development processes.
Key facts. No citing papers in the map yet (data through 14 Oct 2026). Placed in RL for games and combinatorial optimization, one of 15 directions in Deep reinforcement learning methods. Builds on 14 of its 21 references that are in the map. First posted on arXiv 16 Oct 2025.
Builds on
14 of 21 references.
References · 14
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- 2025A modular framework for automated evaluation of procedural content generation in serious games with deep reinforcement learning agents
- 2025Video Game Level Design as a Multi-Agent Reinforcement Learning Problem
- 2024PCGRL+: Scaling, Control and Generalization in Reinforcement Learning Level Generators
- 2025Evolutionary Optimization of Deep Learning Agents for Sparrow Mahjong
- 2023PCGPT: Procedural Content Generation via Transformers
- 2025Policy Improvement with Style-Specific Demonstrations
- 2022Generative Personas That Behave and Experience Like Humans
- 2025PPO-ACT: Proximal Policy Optimization with Adversarial Curriculum Transfer for Spatial Public Goods Games