Loading Now

Summary of Pcgrl+: Scaling, Control and Generalization in Reinforcement Learning Level Generators, by Sam Earle et al.


PCGRL+: Scaling, Control and Generalization in Reinforcement Learning Level Generators

by Sam Earle, Zehua Jiang, Julian Togelius

First submitted to arxiv on: 22 Aug 2024

Categories

  • Main: Machine Learning (cs.LG)
  • Secondary: Artificial Intelligence (cs.AI)

     Abstract of paper      PDF of paper


GrooveSquid.com Paper Summaries

GrooveSquid.com’s goal is to make artificial intelligence research accessible by summarizing AI papers in simpler terms. Each summary below covers the same AI paper, written at different levels of difficulty. The medium difficulty and low difficulty versions are original summaries written by GrooveSquid.com, while the high difficulty version is the paper’s original abstract. Feel free to learn from the version that suits you best!

Summary difficulty Written by Summary
High Paper authors High Difficulty Summary
Read the original abstract here
Medium GrooveSquid.com (original content) Medium Difficulty Summary
Reinforcement Learning (RL) has been used to generate procedural content for games through Procedural Content Generation via Reinforcement Learning (PCGRL). This approach allows designers to train agents based on computable metrics that proxy level quality and characteristics. However, training RL agents is compute-intensive and has been limited to generating small levels due to the bottleneck of CPU-GPU information transfer during training. To address this issue, we implemented PCGRL environments in Jax, enabling parallel simulation and GPU-based learning, resulting in significantly improved training speed. Our framework allows models to train for longer periods, evaluating their behavior after 1 billion timesteps. We also introduced randomized level sizes and “pinpoints” of pivotal game tiles to counter overfitting. To test generalization ability, we evaluated models on large, out-of-distribution map sizes, finding that partial observation sizes learn more robust design strategies.
Low GrooveSquid.com (original content) Low Difficulty Summary
Imagine playing a video game where the levels are generated by artificial intelligence (AI) based on what makes a level fun and challenging. This is called Procedural Content Generation via Reinforcement Learning (PCGRL). The problem is that training AI to generate levels takes a lot of computer power, so it’s hard to do for big levels or many levels at once. To fix this, we developed a new way of doing PCGRL that uses a special type of AI called Jax, which can do lots of calculations at the same time on a super-powerful computer chip. This makes training faster and allows us to test how well the AI does after it’s been trained for a really long time. We also found ways to make sure the AI doesn’t get too good at making one type of level and not others, which is important if we want the game to be fun and varied.

Keywords

» Artificial intelligence  » Generalization  » Overfitting  » Reinforcement learning