Procedural Content Generation using Reinforcement Learning and Entropy Measure as Feedback

Paulo Vinícius Moreira Dutra, Saulo Moraes Villela, R. F. Neto
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Abstract

In this work, we investigate how we can approach procedural content generation with reinforcement learning and mixed-initiative design. A second question discussed here is how we can use metrics to evaluate the diversity of the generated level. Our proposal has as its main hypothesis to use scenario models, provided by an expert human level designer specialist, for the reinforcement learning agents in order to generate new scenarios. The levels provided by the specialist are separated into segments or blocks that are used to compose the new scenario structures. Also, a new reward function based on the use of entropy was proposed to measure the diversity of the generated scenarios. Initially, we trained our model for three different 2D Dungeon crawlers game environments. We analyzed our results through the value of the entropy, and it shows that our approach can generate wide levels with a diversity of segments.
使用强化学习和熵测度作为反馈的程序内容生成
在这项工作中,我们研究了如何通过强化学习和混合主动设计来实现程序内容生成。这里讨论的第二个问题是我们如何使用参数来评估生成关卡的多样性。我们的建议的主要假设是使用由人类关卡设计师专家提供的场景模型,让强化学习代理生成新的场景。专家提供的关卡被分成片段或块,用于组成新的场景结构。同时,提出了一种新的基于熵的奖励函数来衡量生成的场景的多样性。最初,我们针对三种不同的2D《地下城爬行者》游戏环境训练我们的模型。我们通过熵的值分析了我们的结果,结果表明我们的方法可以生成具有多样性片段的宽级别。
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