Related papers: Combining Evolutionary Search with Behaviour Cloni…
As academic interest in procedural content generation (PCG) for games has increased, so has the need for methodologies for comparing and contrasting the output spaces of alternative PCG systems. In this paper we introduce and evaluate a…
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 to generate…
Recent procedural content generation via machine learning (PCGML) methods allow learning from existing content to produce similar content automatically. While these approaches are able to generate content for different games (e.g. Super…
Algorithms that generate computer game content require game design knowledge. We present an approach to automatically learn game design knowledge for level design from gameplay videos. We further demonstrate how the acquired design…
Behavior trees (BTs) are a popular method for modeling NPC and enemy AI behavior and have been widely used in commercial games. In this work, rather than use BTs to model game playing agents, we use them for modeling game design agents,…
Despite the numerous applications and success of deep reinforcement learning in many control tasks, it still suffers from many crucial problems and limitations, including temporal credit assignment with sparse reward, absence of effective…
We present RLSS: a reinforcement learning algorithm for sequential scene generation. This is based on employing the proximal policy optimization (PPO) algorithm for generative problems. In particular, we consider how to effectively reduce…
Video game level generation based on machine learning (ML), in particular, deep generative models, has attracted attention as a technique to automate level generation. However, applications of existing ML-based level generations are mostly…
Developing robotic agents that can perform well in diverse environments while showing a variety of behaviors is a key challenge in AI and robotics. Traditional reinforcement learning (RL) methods often create agents that specialize in…
Evolution Strategies (ES) have recently been demonstrated to be a viable alternative to reinforcement learning (RL) algorithms on a set of challenging deep RL problems, including Atari games and MuJoCo humanoid locomotion benchmarks. While…
In this paper we propose a new training loop for deep reinforcement learning agents with an evolutionary generator. Evolutionary procedural content generation has been used in the creation of maps and levels for games before. Our system…
Procedural Content Generation (PCG) refers to the practice, in videogames and other games, of generating content such as levels, quests, or characters algorithmically. Motivated by the need to make games replayable, as well as to reduce…
In sequential decision-making environments, the primary approaches for training agents are Reinforcement Learning (RL) and Imitation Learning (IL). Unlike RL, which relies on modeling a reward function, IL leverages expert demonstrations,…
Deep Reinforcement Learning (DRL) algorithms have been successfully applied to a range of challenging control tasks. However, these methods typically suffer from three core difficulties: temporal credit assignment with sparse rewards, lack…
Procedural content generation via machine learning (PCGML) is the process of procedurally generating game content using models trained on existing game content. PCGML methods can struggle to capture the true variance present in underlying…
Behavioural cloning uses a dataset of demonstrations to learn a behavioural policy. To overcome various learning and policy adaptation problems, we propose to use latent space to index a demonstration dataset, instantly access similar…
We present a simple, sample-efficient algorithm for introducing large but directed learning steps in reinforcement learning (RL), through the use of evolutionary operators. The methodology uses a population of RL agents training with a…
We present a new video-based performance cloning technique. After training a deep generative network using a reference video capturing the appearance and dynamics of a target actor, we are able to generate videos where this actor reenacts…
Behavioural cloning, where a computer is taught to perform a task based on demonstrations, has been successfully applied to various video games and robotics tasks, with and without reinforcement learning. This also includes end-to-end…
Evolution Strategies (ES) is a class of powerful black-box optimisation methods that are highly parallelisable and can handle non-differentiable and noisy objectives. However, na\"ive ES becomes prohibitively expensive at scale on GPUs due…