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Illuminating Generalization in Deep Reinforcement Learning through Procedural Level Generation (1806.10729v5)

Published 28 Jun 2018 in cs.LG, cs.AI, and stat.ML

Abstract: 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 video game, they will usually overfit and fail to generalize to new levels. When RL models overfit, even slight modifications to the environment can result in poor agent performance. This paper explores how procedurally generated levels during training can increase generality. We show that for some games procedural level generation enables generalization to new levels within the same distribution. Additionally, it is possible to achieve better performance with less data by manipulating the difficulty of the levels in response to the performance of the agent. The generality of the learned behaviors is also evaluated on a set of human-designed levels. The results suggest that the ability to generalize to human-designed levels highly depends on the design of the level generators. We apply dimensionality reduction and clustering techniques to visualize the generators' distributions of levels and analyze to what degree they can produce levels similar to those designed by a human.

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Authors (6)
  1. Niels Justesen (8 papers)
  2. Ruben Rodriguez Torrado (4 papers)
  3. Philip Bontrager (12 papers)
  4. Ahmed Khalifa (55 papers)
  5. Julian Togelius (154 papers)
  6. Sebastian Risi (77 papers)
Citations (172)

Summary

Illuminating Generalization in Deep Reinforcement Learning

The paper "Illuminating Generalization in Deep Reinforcement Learning through Procedural Level Generation" explores the complexities of overfitting in reinforcement learning (RL) and proposes procedural level generation as a method to enhance generalization capabilities. Despite deep RL's prowess in video game training, its tendency to overfit on fixed environments limits its applicability. This investigation is timely due to the increasing emphasis on general AI.

Procedural Content Generation and Generalization

Central to this research is procedural content generation (PCG), particularly procedural level generation, as a method to provide varied training environments that prevent overfitting. The paper posits that RL strategies tend to memorize specific actions when trained on static levels rather than developing versatile strategies applicable across multiple scenarios. Through PCG, the paper aims to promote generalization via training on an expansive range of levels, thereby addressing the inherent challenge of fixed-environment overfitting.

The paper employs procedurally generated levels to assess generalization in RL agents, particularly focusing on domains presented by the General Video Game AI (GVG-AI) framework. The researchers crafted bespoke level generators for four games, each catering to the game's unique dynamics. These generators facilitated the investigation of overfitting on generated levels versus human-designed ones and provided insights into how agents reacted to this variance.

Progressive PCG Approach and Results

An innovative contribution of this paper is the Progressive PCG methodology. This approach dynamically adjusts level difficulty in real-time based on agent performance, intending to smooth the learning curve and facilitate gradual competency improvement across increasingly complex environments. The PPCG showed promising results in games like Frogs and Zelda, where adaptively increasing level difficulty significantly enhanced performance, highlighting its potential for structured and efficient problem-solving strategies.

Through systematic experimentation, several critical observations emerged:

  • Training on a single or a few fixed levels results in overfitting, where agents perform well only in specific scenarios but falter in new settings.
  • Procedurally generated levels, especially when dynamically adjusted as in PPCG, foster agents with higher generalization capacity.
  • The generative approach needs to accurately mirror real-world environments for maximum efficacy, as seen in differing results across games.

Theoretical and Practical Implications

The paper suggests that applying PCG not only aids in understanding generalization within RL but holds broader implications for AI, particularly in areas where adaptability to novel scenarios is crucial. The insights into RL's overfitting propose a paradigm shift in evaluating RL agents — advocating for testing on diversified instance sets rather than singular benchmarks.

Future work could expand on these findings by employing enhanced PCG techniques, such as search-based generators, which could further optimize environment representations. Additionally, the approach holds potential for robotics, where generalizing learned skills from simulation to real-world applications remains a significant hurdle.

Conclusion

The paper underlines the necessity of examining the trade-offs between memorization and generalization in RL, marking procedural generation as a potent tool. The use of dynamic, progressively generated environments pushes RL towards broader applicability, lending credence to adaptable AI models in complex scenarios. With these contributions, the paper lays groundwork for future exploration into AI's generalization capabilities, challenging existing paradigms and setting the stage for nuanced RL methodologies.