Procedural Game Level Design with Deep Reinforcement Learning
- URL: http://arxiv.org/abs/2510.15120v1
- Date: Thu, 16 Oct 2025 20:26:14 GMT
- Title: Procedural Game Level Design with Deep Reinforcement Learning
- Authors: Miraç Buğra Özkan,
- Abstract summary: Procedural content generation (PCG) has become an increasingly popular technique in game development.<n>In this study, a novel method for procedural level design using Deep Reinforcement Learning (DRL) within a Unity-based 3D environment is proposed.
- Score: 0.0
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: Procedural content generation (PCG) has become an increasingly popular technique in game development, allowing developers to generate dynamic, replayable, and scalable environments with reduced manual effort. In this study, a novel method for procedural level design using Deep Reinforcement Learning (DRL) within a Unity-based 3D environment is proposed. The system comprises two agents: a hummingbird agent, acting as a solver, and a floating island agent, responsible for generating and placing collectible objects (flowers) on the terrain in a realistic and context-aware manner. The hummingbird is trained using the Proximal Policy Optimization (PPO) algorithm from the Unity ML-Agents toolkit. It learns to navigate through the terrain efficiently, locate flowers, and collect them while adapting to the ever-changing procedural layout of the island. The island agent is also trained using the Proximal Policy Optimization (PPO) algorithm. It learns to generate flower layouts based on observed obstacle positions, the hummingbird's initial state, and performance feedback from previous episodes. The interaction between these agents leads to emergent behavior and robust generalization across various environmental configurations. The results demonstrate that the approach not only produces effective and efficient agent behavior but also opens up new opportunities for autonomous game level design driven by machine learning. This work highlights the potential of DRL in enabling intelligent agents to both generate and solve content in virtual environments, pushing the boundaries of what AI can contribute to creative game development processes.
Related papers
- RAGEN: Understanding Self-Evolution in LLM Agents via Multi-Turn Reinforcement Learning [125.96848846966087]
Training large language models (LLMs) as interactive agents presents unique challenges.<n>While reinforcement learning has enabled progress in static tasks, multi-turn agent RL training remains underexplored.<n>We propose StarPO, a general framework for trajectory-level agent RL, and introduce RAGEN, a modular system for training and evaluating LLM agents.
arXiv Detail & Related papers (2025-04-24T17:57:08Z) - Grammarization-Based Grasping with Deep Multi-Autoencoder Latent Space Exploration by Reinforcement Learning Agent [0.0]
We propose a novel framework for robotic grasping based on the idea of compressing high-dimensional target and gripper features in a common latent space.
Our approach simplifies grasping by using three autoencoders dedicated to the target, the gripper, and a third one that fuses their latent representations.
arXiv Detail & Related papers (2024-11-13T12:26:08Z) - Octopus: Embodied Vision-Language Programmer from Environmental Feedback [58.04529328728999]
Embodied vision-language models (VLMs) have achieved substantial progress in multimodal perception and reasoning.
To bridge this gap, we introduce Octopus, an embodied vision-language programmer that uses executable code generation as a medium to connect planning and manipulation.
Octopus is designed to 1) proficiently comprehend an agent's visual and textual task objectives, 2) formulate intricate action sequences, and 3) generate executable code.
arXiv Detail & Related papers (2023-10-12T17:59:58Z) - AI planning in the imagination: High-level planning on learned abstract
search spaces [68.75684174531962]
We propose a new method, called PiZero, that gives an agent the ability to plan in an abstract search space that the agent learns during training.
We evaluate our method on multiple domains, including the traveling salesman problem, Sokoban, 2048, the facility location problem, and Pacman.
arXiv Detail & Related papers (2023-08-16T22:47:16Z) - Playing a 2D Game Indefinitely using NEAT and Reinforcement Learning [0.0]
The performance of algorithms can be compared by using artificial agents that will behave according to the algorithm in the environment they are put in.
The algorithms that are enforced on the artificial agents are NeuroEvolution of Augmenting Topologies (NEAT) and Reinforcement Learning.
arXiv Detail & Related papers (2022-07-28T15:01:26Z) - A Survey on Reinforcement Learning Methods in Character Animation [22.3342752080749]
Reinforcement Learning is an area of Machine Learning focused on how agents can be trained to make sequential decisions.
This paper surveys the modern Deep Reinforcement Learning methods and discusses their possible applications in Character Animation.
arXiv Detail & Related papers (2022-03-07T23:39:00Z) - Modular Procedural Generation for Voxel Maps [2.6811189633660613]
In this paper, we present mcg, an open-source library to facilitate implementing PCG algorithms for voxel-based environments such as Minecraft.
The library is designed with human-machine teaming research in mind, and thus takes a 'top-down' approach to generation.
The benefits of this approach include rapid, scalable, and efficient development of virtual environments, the ability to control the statistics of the environment at a semantic level, and the ability to generate novel environments in response to player actions in real time.
arXiv Detail & Related papers (2021-04-18T16:21:35Z) - Deep Policy Networks for NPC Behaviors that Adapt to Changing Design
Parameters in Roguelike Games [137.86426963572214]
Turn-based strategy games like Roguelikes, for example, present unique challenges to Deep Reinforcement Learning (DRL)
We propose two network architectures to better handle complex categorical state spaces and to mitigate the need for retraining forced by design decisions.
arXiv Detail & Related papers (2020-12-07T08:47:25Z) - Demonstration-efficient Inverse Reinforcement Learning in Procedurally
Generated Environments [137.86426963572214]
Inverse Reinforcement Learning can extrapolate reward functions from expert demonstrations.
We show that our approach, DE-AIRL, is demonstration-efficient and still able to extrapolate reward functions which generalize to the fully procedural domain.
arXiv Detail & Related papers (2020-12-04T11:18:02Z) - Forgetful Experience Replay in Hierarchical Reinforcement Learning from
Demonstrations [55.41644538483948]
In this paper, we propose a combination of approaches that allow the agent to use low-quality demonstrations in complex vision-based environments.
Our proposed goal-oriented structuring of replay buffer allows the agent to automatically highlight sub-goals for solving complex hierarchical tasks in demonstrations.
The solution based on our algorithm beats all the solutions for the famous MineRL competition and allows the agent to mine a diamond in the Minecraft environment.
arXiv Detail & Related papers (2020-06-17T15:38:40Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.