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PCGRL+: Scaling, Control and Generalization in Reinforcement Learning Level Generators (2408.12525v1)

Published 22 Aug 2024 in cs.LG and cs.AI

Abstract: 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 characteristics. While PCGRL offers a unique set of affordances for game designers, it is constrained by the compute-intensive process of training RL agents, and has so far been limited to generating relatively small levels. To address this issue of scale, we implement several PCGRL environments in Jax so that all aspects of learning and simulation happen in parallel on the GPU, resulting in faster environment simulation; removing the CPU-GPU transfer of information bottleneck during RL training; and ultimately resulting in significantly improved training speed. We replicate several key results from prior works in this new framework, letting models train for much longer than previously studied, and evaluating their behavior after 1 billion timesteps. Aiming for greater control for human designers, we introduce randomized level sizes and frozen "pinpoints" of pivotal game tiles as further ways of countering overfitting. To test the generalization ability of learned generators, we evaluate models on large, out-of-distribution map sizes, and find that partial observation sizes learn more robust design strategies.

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Authors (3)
  1. Sam Earle (25 papers)
  2. Zehua Jiang (9 papers)
  3. Julian Togelius (154 papers)

Summary

  • The paper demonstrates a 15x training speedup by re-implementing the PCGRL environment in Jax for enhanced efficiency.
  • The paper introduces randomized level sizes and fixed pinpoints to improve control and mitigate overfitting in level generation.
  • The paper shows that training with diverse observation windows leads to better generalization on larger, unseen maps.

Scaling, Control, and Generalization in Reinforcement Learning Level Generators

The paper "Scaling, Control and Generalization in Reinforcement Learning Level Generators" by Sam Earle, Zehua Jiang, and Julian Togelius contributes to the field of Procedural Content Generation via Reinforcement Learning (PCGRL). The authors introduce novel methodologies to enhance the scalability, control, and generalization abilities of reinforcement learning (RL) agents tasked with generating game levels. By implementing significant improvements in the underlying framework, they provide a pathway to more efficient and robust PCGRL applications, addressing key issues such as long training times, overfitting, and limited scalability inherent in earlier approaches.

Key Contributions

1. Jax Implementation for Enhanced Efficiency

The paper details the re-implementation of the PCGRL environment in Jax, which allows for high degrees of parallelization using the GPU, significantly improving training speed. The authors achieve over a 15-fold speedup in training compared to the existing CPU-based implementation. This enhancement is critical for extending the capability of PCGRL to handle larger and more complex domains by removing the CPU-GPU data transfer bottleneck and facilitating faster environment simulation.

2. Introducing Randomized Level Sizes and Pinpoints

To counteract the problem of overfitting and promote generalization, the paper introduces randomized level sizes during training and the concept of frozen "pinpoints" for pivotal game tiles. These interventions ensure designs are adaptable, requiring agents to employ more general strategies rather than memorizing solutions. This creates more flexible and controllable level generation processes that can adapt to varying requirements imposed by human designers.

3. Evaluation and Generalization

The authors conduct extensive evaluations of their modified PCGRL framework. By training models on diverse configurations, they explore the impact of observation space size and map shape randomization on model robustness and performance. Their findings reveal that smaller, localized observation windows are more effective in generalizing to larger map sizes that were not seen during training. Models trained under fixed-size conditions tended to overfit and perform poorly on out-of-distribution tasks, while those trained with varied episode configurations displayed superior generalization capabilities.

Implications and Future Directions

The improvements presented in the paper carry significant implications for both theoretical research and practical application:

  • Practical Impact: The enhanced efficiency and robustness of the PCGRL framework make it more feasible to deploy these techniques in real-time game content generation. The ability of models to generalize across different map sizes and configurations without extensive retraining can streamline game development workflows, allowing for richer and more dynamic player experiences.
  • Theoretical Insights: The paper provides meaningful insights into the influence of observation space and map shape variability on the generalization of RL agents. This calls attention to the necessity of incorporating diverse training conditions to develop more versatile and adaptable models.
  • Future Research Directions: Further exploration could focus on extending these methodologies to more complex and varied game domains. There is also potential in leveraging other advancements in RL, such as hierarchical reinforcement learning or meta-learning, to further improve the adaptability and efficiency of PCGRL systems.

Strong Numerical Results and Claims

  • 15x Speedup in Training: The transition to a Jax implementation provides a substantial speedup, making it practical to increase training durations and experiment with more complex scenarios.
  • Improved Generalization: Partial observation models consistently showed better generalization to larger, out-of-distribution map sizes compared to models with full observations. This was particularly evident in tasks with pinpoints and randomized map shapes, which required more flexible strategies.

Conclusion

The paper by Earle, Jiang, and Togelius effectively addresses several critical limitations of previous PCGRL approaches, bringing significant improvements in efficiency, control, and generalization. By implementing their framework in Jax, introducing randomized training configurations, and systematically evaluating the effects of observation space on model performance, the authors contribute valuable advancements to the field. The practical and theoretical implications of their work pave the way for further research and deployment in scalable, efficient reinforcement learning-based procedural content generation.