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Main Authors: Bhaumik, Debosmita, Togelius, Julian, Yannakakis, Georgios N., Khalifa, Ahmed
Format: Preprint
Published: 2026
Subjects:
Online Access:https://arxiv.org/abs/2605.13570
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author Bhaumik, Debosmita
Togelius, Julian
Yannakakis, Georgios N.
Khalifa, Ahmed
author_facet Bhaumik, Debosmita
Togelius, Julian
Yannakakis, Georgios N.
Khalifa, Ahmed
contents Constraint-based game content generators that learn local constraints from existing content, such as Wave Function Collapse (WFC), can generate visually satisfying game levels but face challenges in guaranteeing global properties, such as playability. On the other hand, reinforcement-learning trained generators can guarantee global properties -- because such properties can easily be included in reward functions -- but the results can be visually dissatisfying. In this paper, we explore ways to combine these methods. Specifically, we constrain the action space of a PCGRL generator with constraints learned by WFC, effectively allowing the PCGRL generator to achieve global properties while forced to adhere to local constraints. To better analyze how this hybrid content generation method operates, we vary the number and type of inputs, and we test whether to randomly collapse the starting state and exclude rare patterns. While the method is sensitive to hyperparameter tuning, the best of our trained generators produce visually satisfying and playable puzzle-platform game levels -- such as Lode Runner levels -- with desired global properties.
format Preprint
id arxiv_https___arxiv_org_abs_2605_13570
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Learning Local Constraints for Reinforcement-Learned Content Generators
Bhaumik, Debosmita
Togelius, Julian
Yannakakis, Georgios N.
Khalifa, Ahmed
Artificial Intelligence
Machine Learning
Constraint-based game content generators that learn local constraints from existing content, such as Wave Function Collapse (WFC), can generate visually satisfying game levels but face challenges in guaranteeing global properties, such as playability. On the other hand, reinforcement-learning trained generators can guarantee global properties -- because such properties can easily be included in reward functions -- but the results can be visually dissatisfying. In this paper, we explore ways to combine these methods. Specifically, we constrain the action space of a PCGRL generator with constraints learned by WFC, effectively allowing the PCGRL generator to achieve global properties while forced to adhere to local constraints. To better analyze how this hybrid content generation method operates, we vary the number and type of inputs, and we test whether to randomly collapse the starting state and exclude rare patterns. While the method is sensitive to hyperparameter tuning, the best of our trained generators produce visually satisfying and playable puzzle-platform game levels -- such as Lode Runner levels -- with desired global properties.
title Learning Local Constraints for Reinforcement-Learned Content Generators
topic Artificial Intelligence
Machine Learning
url https://arxiv.org/abs/2605.13570