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Papers

PCGRL: Procedural Content Generation via Reinforcement Learning

2020-01-24 · Ahmed Khalifa, Philip Bontrager, Sam Earle, Julian Togelius

We investigate how reinforcement learning can be used to train level-designing agents. This represents a new approach to procedural content generation in games, where level design is framed as a game, and the content generator itself is learned. By seeing the design problem as a sequential task, we can use reinforcement learning to learn how to take the next action so that the expected final level quality is maximized. This approach can be used when few or no examples exist to train from, and the trained generator is very fast. We investigate three different ways of transforming two-dimensional level design problems into Markov decision processes and apply these to three game environments.

📄 PDF Abstract BibTeX arXiv:2001.09212

Code (6)

amidos2006/gym-pcgrl 공식 구현 tf
SnDehghani/pcgrl_d_m tf
amidos2006/marahel
poi233/pcgrl_rts tf
smearle/control-pcgrl tf
smearle/gym-pcgrl tf

Tasks

reinforcement-learningReinforcement LearningReinforcement Learning (RL)

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