Abstract
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 levels in an online manner while respecting particular experiences for the player as designed in the form of reward functions. The framework is tested initially in the Super Mario Bros game. In particular, the RL designers of Super Mario Bros generate and concatenate level segments while considering the diversity among the segments. The correctness of the generation is ensured by a neural net-assisted evolutionary level repairer and the playability of the whole level is determined through AI-based testing. Our agents in this EDRL implementation learn to maximise a quantification of Koster's principle of fun by moderating the degree of diversity across level segments. Moreover, we test their ability to design fun levels that are diverse over time and playable. Our proposed framework is capable of generating endless, playable Super Mario Bros levels with varying degrees of fun, deviation from earlier segments, and playability. EDRL can be generalised to any game that is built as a segment-based sequential process and features a built-in compressed representation of its game content.
Original language | English |
---|---|
Title of host publication | Proceedings of the 2021 IEEE Conference on Games, CoG 2021 |
Publisher | IEEE Computer Society |
Number of pages | 9 |
ISBN (Electronic) | 9781665438865 |
DOIs | |
Publication status | Published - 2021 |
Externally published | Yes |
Event | 2021 IEEE Conference on Games, CoG 2021 - Copenhagen, Denmark Duration: 17 Aug 2021 → 20 Aug 2021 |
Publication series
Name | IEEE Conference on Computatonal Intelligence and Games, CIG |
---|---|
Volume | 2021-August |
ISSN (Print) | 2325-4270 |
ISSN (Electronic) | 2325-4289 |
Conference
Conference | 2021 IEEE Conference on Games, CoG 2021 |
---|---|
Country/Territory | Denmark |
City | Copenhagen |
Period | 17/08/21 → 20/08/21 |
Bibliographical note
Publisher Copyright:© 2021 IEEE.
Funding
This work was supported by the National Natural Science Foundation of China (Grant No. 61906083), the Guangdong Provincial Key Laboratory (Grant No. 2020B121201001), the Program for Guangdong Introducing Innovative and Entrepreneurial Teams (Grant No. 2017ZT07X386), the Guangdong Basic and Applied Basic Research Foundation (Grant No. 2021A1515011830), the Shenzhen Science and Technology Program (Grant No. KQTD2016112514355531) and the Shenzhen Fundamental Research Program (Grant No. JCYJ20190809121403553).
Keywords
- EDPCG
- online level generation
- PCGRL
- procedural content generation
- Super Mario Bros