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

Fuente: arXiv
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Autores principales: Earle, Sam, Jiang, Zehua, Togelius, Julian
Formato: Preprint
Publicado: 2024
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author Earle, Sam
Jiang, Zehua
Togelius, Julian
author_facet Earle, Sam
Jiang, Zehua
Togelius, Julian
contents 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.
format Preprint
id arxiv_https___arxiv_org_abs_2408_12525
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle PCGRL+: Scaling, Control and Generalization in Reinforcement Learning Level Generators
Earle, Sam
Jiang, Zehua
Togelius, Julian
Machine Learning
Artificial Intelligence
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.
title PCGRL+: Scaling, Control and Generalization in Reinforcement Learning Level Generators
topic Machine Learning
Artificial Intelligence
url https://arxiv.org/abs/2408.12525