Goto

Collaborating Authors

 procedural content generation




Video Game Level Design as a Multi-Agent Reinforcement Learning Problem

Earle, Sam, Jiang, Zehua, Vinitsky, Eugene, Togelius, Julian

arXiv.org Artificial Intelligence

Procedural Content Generation via Reinforcement Learning (PCGRL) offers a method for training controllable level designer agents without the need for human datasets, using metrics that serve as proxies for level quality as rewards. Existing PCGRL research focuses on single generator agents, but are bottlenecked by the need to frequently recalculate heuristics of level quality and the agent's need to navigate around potentially large maps. By framing level generation as a multi-agent problem, we mitigate the efficiency bottleneck of single-agent PCGRL by reducing the number of reward calculations relative to the number of agent actions. We also find that multi-agent level generators are better able to generalize to out-of-distribution map shapes, which we argue is due to the generators' learning more local, modular design policies. We conclude that treating content generation as a distributed, multi-agent task is beneficial for generating functional artifacts at scale.


A Database-Driven Framework for 3D Level Generation with LLMs

Xu, Kaijie, Verbrugge, Clark

arXiv.org Artificial Intelligence

Procedural Content Generation for 3D game levels faces challenges in balancing spatial coherence, navigational functionality, and adaptable gameplay progression across multi-floor environments. This paper introduces a novel framework for generating such levels, centered on the offline, LLM-assisted construction of reusable databases for architectural components (facilities and room templates) and gameplay mechanic elements. Our multi-phase pipeline assembles levels by: (1) selecting and arranging instances from the Room Database to form a multi-floor global structure with an inherent topological order; (2) optimizing the internal layout of facilities for each room based on predefined constraints from the Facility Database; and (3) integrating progression-based gameplay mechanics by placing components from a Mechanics Database according to their topological and spatial rules. A subsequent two-phase repair system ensures navigability. This approach combines modular, database-driven design with constraint-based optimization, allowing for systematic control over level structure and the adaptable pacing of gameplay elements. Initial experiments validate the framework's ability in generating diverse, navigable 3D environments and its capability to simulate distinct gameplay pacing strategies through simple parameterization. This research advances PCG by presenting a scalable, database-centric foundation for the automated generation of complex 3D levels with configurable gameplay progression.


A Fuzzy Logic Prompting Framework for Large Language Models in Adaptive and Uncertain Tasks

Figueiredo, Vanessa

arXiv.org Artificial Intelligence

We introduce a modular prompting framework that supports safer and more adaptive use of large language models (LLMs) across dynamic, user-centered tasks. Grounded in human learning theory, particularly the Zone of Proximal Development (ZPD), our method combines a natural language boundary prompt with a control schema encoded with fuzzy scaffolding logic and adaptation rules. This architecture enables LLMs to modulate behavior in response to user state without requiring fine-tuning or external orchestration. In a simulated intelligent tutoring setting, the framework improves scaffolding quality, adaptivity, and instructional alignment across multiple models, outperforming standard prompting baselines. Evaluation is conducted using rubric-based LLM graders at scale. While initially developed for education, the framework has shown promise in other interaction-heavy domains, such as procedural content generation for games. Designed for safe deployment, it provides a reusable methodology for structuring interpretable, goal-aligned LLM behavior in uncertain or evolving contexts.


A modular framework for automated evaluation of procedural content generation in serious games with deep reinforcement learning agents

Kalafatis, Eleftherios, Mitsis, Konstantinos, Zarkogianni, Konstantia, Athanasiou, Maria, Nikita, Konstantina

arXiv.org Artificial Intelligence

Serious Games (SGs) are nowadays shifting focus to include procedural content generation (PCG) in the development process as a means of offering personalized and enhanced player experience. However, the development of a framework to assess the impact of PCG techniques when integrated into SGs remains particularly challenging. This study proposes a methodology for automated evaluation of PCG integration in SGs, incorporating deep reinforcement learning (DRL) game testing agents. To validate the proposed framework, a previously introduced SG featuring card game mechanics and incorporating three different versions of PCG for nonplayer character (NPC) creation has been deployed. Version 1 features random NPC creation, while versions 2 and 3 utilize a genetic algorithm approach. These versions are used to test the impact of different dynamic SG environments on the proposed framework's agents. The obtained results highlight the superiority of the DRL game testing agents trained on Versions 2 and 3 over those trained on Version 1 in terms of win rate (i.e. number of wins per played games) and training time. More specifically, within the execution of a test emulating regular gameplay, both Versions 2 and 3 peaked at a 97% win rate and achieved statistically significant higher (p=0009) win rates compared to those achieved in Version 1 that peaked at 94%. Overall, results advocate towards the proposed framework's capability to produce meaningful data for the evaluation of procedurally generated content in SGs.


Personalizing Exposure Therapy via Reinforcement Learning

Mahmoudi-Nejad, Athar, Guzdial, Matthew, Boulanger, Pierre

arXiv.org Artificial Intelligence

Personalized therapy, in which a therapeutic practice is adapted to an individual patient, can lead to improved health outcomes. Typically, this is accomplished by relying on a therapist's training and intuition along with feedback from a patient. However, this requires the therapist to become an expert on any technological components, such as in the case of Virtual Reality Exposure Therapy (VRET). While there exist approaches to automatically adapt therapeutic content to a patient, they generally rely on hand-authored, pre-defined rules, which may not generalize to all individuals. In this paper, we propose an approach to automatically adapt therapeutic content to patients based on physiological measures. We implement our approach in the context of virtual reality arachnophobia exposure therapy, and rely on experience-driven procedural content generation via reinforcement learning (ED-PCGRL) to generate virtual spiders to match an individual patient. Through a human subject study, we demonstrate that our system significantly outperforms a more common rules-based method, highlighting its potential for enhancing personalized therapeutic interventions.


The Procedural Content Generation Benchmark: An Open-source Testbed for Generative Challenges in Games

Khalifa, Ahmed, Gallotta, Roberto, Barthet, Matthew, Liapis, Antonios, Togelius, Julian, Yannakakis, Georgios N.

arXiv.org Artificial Intelligence

This paper introduces the Procedural Content Generation Benchmark for evaluating generative algorithms on different game content creation tasks. The benchmark comes with 12 game-related problems with multiple variants on each problem. Problems vary from creating levels of different kinds to creating rule sets for simple arcade games. Each problem has its own content representation, control parameters, and evaluation metrics for quality, diversity, and controllability. This benchmark is intended as a first step towards a standardized way of comparing generative algorithms. We use the benchmark to score three baseline algorithms: a random generator, an evolution strategy, and a genetic algorithm. Results show that some problems are easier to solve than others, as well as the impact the chosen objective has on quality, diversity, and controllability of the generated artifacts.


IPCGRL: Language-Instructed Reinforcement Learning for Procedural Level Generation

Baek, In-Chang, Kim, Sung-Hyun, Lee, Seo-Young, Kim, Dong-Hyeun, Kim, Kyung-Joong

arXiv.org Artificial Intelligence

Abstract--Recent research has highlighted the significance of natural language in enhancing the controllability of generative models. While various efforts have been made to leverage natural language for content generation, research on deep reinforcement learning (DRL) agents utilizing text-based instructions for procedural content generation remains limited. In this paper, we propose IPCGRL, an instruction-based procedural content generation method via reinforcement learning, which incorporates a sentence embedding model. We evaluate IPCGRL in a two-dimensional level generation task and compare its performance with a generalpurpose embedding method. The results indicate that IPCGRL achieves up to a 21.4% improvement in controllability and a 17.2% improvement in generalizability for unseen instructions. Furthermore, the proposed method extends the modality of conditional input, enabling a more flexible and expressive interaction framework for procedural content generation.


Word2Minecraft: Generating 3D Game Levels through Large Language Models

Huang, Shuo, Nasir, Muhammad Umair, James, Steven, Togelius, Julian

arXiv.org Artificial Intelligence

We present Word2Minecraft, a system that leverages large language models to generate playable game levels in Minecraft based on structured stories. The system transforms narrative elements-such as protagonist goals, antagonist challenges, and environmental settings-into game levels with both spatial and gameplay constraints. We introduce a flexible framework that allows for the customization of story complexity, enabling dynamic level generation. The system employs a scaling algorithm to maintain spatial consistency while adapting key game elements. We evaluate Word2Minecraft using both metric-based and human-based methods. Our results show that GPT-4-Turbo outperforms GPT-4o-Mini in most areas, including story coherence and objective enjoyment, while the latter excels in aesthetic appeal. We also demonstrate the system' s ability to generate levels with high map enjoyment, offering a promising step forward in the intersection of story generation and game design. We open-source the code at https://github.com/JMZ-kk/Word2Minecraft/tree/word2mc_v0