Runtime Evaluation of Procedural Content Generation in an Endless Runner Game Using Autonomous Agents
Procedural Content Generation (PCG) enables game content to be created algorithmically without direct manual level-design effort, but it introduces a serious evaluation problem: generated content may become unbalanced, blocked, repetitive, or technically unsolvable. This paper presents Momentum, an endless-runner game that integrates runtime terrain generation, environment object spawning, and autonomous agent-based evaluation into a single gameplay loop. Ground tiles and environmental objects are generated dynamically as the player advances, object placement follows a constraint-driven mechanism inspired by Wave Function Collapse (WFC), and the runtime navigation surface is rebuilt asynchronously to remain consistent with the streamed environment. Two autonomous evaluation agents move ahead of the player and inspect the generated path: an aerial scanner that examines the corridor geometrically, and a ground-traversal agent that validates the same region from a navigational perspective. The evaluation pipeline combines ray casting, volumetric physics sweeps, obstacle-layer filtering, and structured crash reporting to identify problematic generated scenarios before they reach the player. The work demonstrates how generation and validation can be unified within the same runtime loop, rather than treating evaluation as a separate offline pass. Around this implementation, the paper formulates a measurable evaluation framework along the canonical PCG axes of playability, diversity, controllability, and runtime performance, derives a structural saturation bound on the spawner from its own placement constraints, and quantifies the per-segment scanning cost of the agents from first principles.
Code (0)
등록된 구현이 없습니다.
Similar Papers 제목 키워드 기반
State Space Closure: Revisiting Endless Online Level Generation via Reinforcement Learning
In this paper, we revisit endless online level generation with the recently proposed experience-driven procedural content generation via reinforcement learning (EDRL) framework. Inspired by an observation that EDRL tends…
Diversityreinforcement-learningReinforcement LearningReinforcement Learning (RL)Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Study
We introduce a procedural content generation (PCG) framework at the intersections of experience-driven PCG and PCG via reinforcement learning, named ED(PCG)RL, EDRL in short. EDRL is able to teach RL designers to generat…
Diversityreinforcement-learningReinforcement Learning (RL)A Procedural World Generation Framework for Systematic Evaluation of Continual Learning
Several families of continual learning techniques have been proposed to alleviate catastrophic interference in deep neural network training on non-stationary data. However, a comprehensive comparison and analysis of limi…
Continual LearningEndless World: Real-Time 3D-Aware Long Video Generation
Producing long, coherent video sequences with stable 3D structure remains a major challenge, particularly in streaming scenarios. Motivated by this, we introduce Endless World, a real-time framework for infinite, 3D-cons…
Video GenerationEndless Terminals: Scaling RL Environments for Terminal Agents
Environments are the bottleneck for self-improving agents. Current terminal benchmarks were built for evaluation, not training; reinforcement learning requires a scalable pipeline, not just a dataset. We introduce Endles…
Reinforcement Learning