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Procedural Content Generation via Reinforcement Learning (PCGRL) foregoes the need for large human-authored data-sets and allows agents to train explicitly on functional constraints, using computable, user-defined measures of quality…
Procedural Content Generation (PCG) is widely used to create scalable and diverse environments in games. However, existing methods, such as the Wave Function Collapse (WFC) algorithm, are often limited to static scenarios and lack the…
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…
It has recently been shown that reinforcement learning can be used to train generators capable of producing high-quality game levels, with quality defined in terms of some user-specified heuristic. To ensure that these generators' output is…
Procedural Content Generation via Reinforcement Learning (PCGRL) offers a method for training controllable level designer agents without the need for human datasets, using metrics that serve as proxies for level quality as rewards. Existing…
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…
With this work, we investigate the use of Reinforcement Learning (RL) for the generation of spatial assemblies, by combining ideas from Procedural Generation algorithms (Wave Function Collapse algorithm (WFC)) and RL for Game Solving. WFC…
We present a new approach ARLPCG: Adversarial Reinforcement Learning for Procedural Content Generation, which procedurally generates and tests previously unseen environments with an auxiliary input as a control variable. Training RL agents…
This paper studies constrained text generation, which is to generate sentences under certain pre-conditions. We focus on CommonGen, the task of generating text based on a set of concepts, as a representative task of constrained text…
Achieving optimal balance in games is essential to their success, yet reliant on extensive manual work and playtesting. To facilitate this process, the Procedural Content Generation via Reinforcement Learning (PCGRL) framework has recently…
In many RL applications, ensuring an agent's actions adhere to constraints is crucial for safety. Most previous methods in Action-Constrained Reinforcement Learning (ACRL) employ a projection layer after the policy network to correct the…
Deep reinforcement learning (RL) has shown impressive results in a variety of domains, learning directly from high-dimensional sensory streams. However, when neural networks are trained in a fixed environment, such as a single level in a…
Recent research has highlighted the significance of natural language in enhancing the controllability of generative models. While various efforts have been made to leverage natural language for content generation, research on deep…
In standard reinforcement learning (RL), a learning agent seeks to optimize the overall reward. However, many key aspects of a desired behavior are more naturally expressed as constraints. For instance, the designer may want to limit the…
Recent advances have shown that video generation models can enhance robot learning by deriving effective robot actions through inverse dynamics. However, these methods heavily depend on the quality of generated data and struggle with…
Procedural content generation via machine learning (PCGML) is typically framed as the task of fitting a generative model to full-scale examples of a desired content distribution. This approach presents a fundamental tension: the more design…
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 generate endless playable…
Quantum computing offers exciting opportunities for simulating complex quantum systems and optimizing large scale combinatorial problems, but its practical use is limited by device noise and constrained connectivity. Designing quantum…
Conditional generative adversarial networks (cGANs) have been widely researched to generate class conditional images using a single generator. However, in the conventional cGANs techniques, it is still challenging for the generator to learn…
Procedural terrain generation plays a vital role in creating virtual landscapes for games, simulations, and various applications. The WaveFunctionCollapse (WFC) algorithm has proven effective in generating content by learning patterns from…