We investigate how reinforcement learning can be used to train level-designing agents. This represents a new approach to procedural content generation in games, where level design is framed as a game, and the content generator itself is learned. By seeing the design problem as a sequential task, we can use reinforcement learning to learn how to take the next action so that the expected final level quality is maximized. This approach can be used when few or no examples exist to train from, and the trained generator is very fast. We investigate three different ways of transforming two-dimensional level design problems into Markov decision processes and apply these to three game environments.
Procedural Content Generation via Reinforcement Learning (PCGRL) foregoes the need for large human-authored data-sets and allows agents to train explicitly on functional constraints, using computable, user-defined measures of quality instead of target output. We explore the application of PCGRL to 3D domains, in which content-generation tasks naturally have greater complexity and potential pertinence to real-world applications. Here, we introduce several PCGRL tasks for the 3D domain, Minecraft (Mojang Studios, 2009). These tasks will challenge RL-based generators using affordances often found…
IT University of Copenhagen(哥本哈根信息技术大学);New York University(纽约大学)
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 ne…
We introduce Procgen Benchmark, a suite of 16 procedurally generated game-like environments designed to benchmark both sample efficiency and generalization in reinforcement learning. We believe that the community will benefit from increased access to high quality training environments, and we provide detailed experimental protocols for using this benchmark. We empirically demonstrate that diverse environment distributions are essential to adequately train and evaluate RL agents, thereby motivating the extensive use of procedural content generation. We then use this benchmark to investigate the…
Università degli Studi di Firenze(佛罗伦萨大学);University of Cambridge(剑桥大学)
Deep Reinforcement Learning achieves very good results in domains where reward functions can be manually engineered. At the same time, there is growing interest within the community in using games based on Procedurally Content Generation (PCG) as benchmark environments since this type of environment is perfect for studying overfitting and generalization of agents under domain shift. Inverse Reinforcement Learning (IRL) can instead extrapolate reward functions from expert demonstrations, with good results even on high-dimensional problems, however there are no examples of applying these techniq…
We present a new approach ARLPCG: Adversarial Reinforcement Learning for Procedural Content Generation, which procedurally generates and tests previously unseen environments with an auxiliary input as a control variable. Training RL agents over novel environments is a notoriously difficult task. One popular approach is to procedurally generate different environments to increase the generalizability of the trained agents. ARLPCG instead deploys an adversarial model with one PCG RL agent (called Generator) and one solving RL agent (called Solver). The Generator receives a reward signal based on …
Personalized therapy, in which a therapeutic practice is adapted to an individual patient, leads to better health outcomes. Typically, this is accomplished by relying on a therapist's training and intuition along with feedback from a patient. While there exist approaches to automatically adapt therapeutic content to a patient, they 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 arachnoph…
Enhanced Generalization through Prioritization and Diversity in Self-Imitation Reinforcement Learning over Procedural Environments with Sparse Rewards
TECNALIA, Basque Research and Technology Alliance (BRTA)(TECNALIA,巴斯克研究与技术联盟(BRTA));University of the Basque Country (UPV/EHU)(巴斯克大学(UPV/EHU));Rice University(莱斯大学)
Democritus University of Thrace(色雷斯德谟克利特大学);The Centre for Research & Technology, Hellas(希腊研究与科技中心)
This paper is an initial endeavor to bridge the gap between powerful Deep Reinforcement Learning methodologies and the problem of exploration/coverage of unknown terrains. Within this scope, MarsExplorer, an openai-gym compatible environment tailored to exploration/coverage of unknown areas, is presented. MarsExplorer translates the original robotics problem into a Reinforcement Learning setup that various off-the-shelf algorithms can tackle. Any learned policy can be straightforwardly applied to a robotic platform without an elaborate simulation model of the robot's dynamics to apply a differ…
Leiden University(莱顿大学);Leiden Institute of Advanced Computer Science(莱顿高级计算机科学研究所)
The idea of transfer in reinforcement learning (TRL) is intriguing: being able to transfer knowledge from one problem to another problem without learning everything from scratch. This promises quicker learning and learning more complex methods. To gain an insight into the field and to detect emerging trends, we performed a database search. We note a surprisingly late adoption of deep learning that starts in 2018. The introduction of deep learning has not yet solved the greatest challenge of TRL: generalization. Transfer between different domains works well when domains have strong similarities…
Mila - McGill University(米拉 - 麦吉尔大学);Google DeepMind(谷歌DeepMind)
Due to the realization that deep reinforcement learning algorithms trained on high-dimensional tasks can strongly overfit to their training environments, there have been several studies that investigated the generalization performance of these algorithms. However, there has been no similar study that evaluated the generalization performance of algorithms that were specifically designed for generalization, i.e. meta-reinforcement learning algorithms. In this paper, we assess the generalization performance of these algorithms by leveraging high-dimensional, procedurally generated environments. W…
DiscoGen: Procedural Generation of Algorithm Discovery Tasks in Machine Learning
University of Oxford(牛津大学);University of California, Santa Barbara(加州大学圣塔芭芭拉分校);University College London(伦敦大学学院);University of Wisconsin--Madison(威斯康星大学麦迪逊分校);Delft University of Technology(代尔夫特理工大学)
Generalization remains a challenging problem for deep reinforcement learning algorithms, which are often trained and tested on the same set of deterministic game environments. When test environments are unseen and perturbed but the nature of the task remains the same, generalization gaps can arise. In this work, we propose and evaluate a surprise minimizing agent on a generalization benchmark to show an additional reward learned from a simple density model can show robustness in procedurally generated game environments that provide constant source of entropy and stochasticity.
We introduce Adaptive Procedural Task Generation (APT-Gen), an approach to progressively generate a sequence of tasks as curricula to facilitate reinforcement learning in hard-exploration problems. At the heart of our approach, a task generator learns to create tasks from a parameterized task space via a black-box procedural generation module. To enable curriculum learning in the absence of a direct indicator of learning progress, we propose to train the task generator by balancing the agent's performance in the generated tasks and the similarity to the target tasks. Through adversarial traini…
One critical prerequisite for the deployment of reinforcement learning systems in the real world is the ability to reliably detect situations on which the agent was not trained. Such situations could lead to potential safety risks when wrong predictions lead to the execution of harmful actions. In this work, we propose PEOC, a new policy entropy based out-of-distribution classifier that reliably detects unencountered states in deep reinforcement learning. It is based on using the entropy of an agent's policy as the classification score of a one-class classifier. We evaluate our approach using …
In this paper, we investigate the problem of overfitting in deep reinforcement learning. Among the most common benchmarks in RL, it is customary to use the same environments for both training and testing. This practice offers relatively little insight into an agent's ability to generalize. We address this issue by using procedurally generated environments to construct distinct training and test sets. Most notably, we introduce a new environment called CoinRun, designed as a benchmark for generalization in RL. Using CoinRun, we find that agents overfit to surprisingly large training sets. We th…
Vrije Universiteit Amsterdam(阿姆斯特丹自由大学);Vrije Universiteit Medical Center Amsterdam(阿姆斯特丹自由大学医学中心)
An eco-system of agents each having their own policy with some, but limited, generalizability has proven to be a reliable approach to increase generalization across procedurally generated environments. In such an approach, new agents are regularly added to the eco-system when encountering a new environment that is outside of the scope of the eco-system. The speed of adaptation and general effectiveness of the eco-system approach highly depends on the initialization of new agents. In this paper we propose different initialization techniques, inspired from Deep Neural Network initialization and …
Technische Universität Dortmund(多特蒙德工业大学);Juelich Supercomputing Center(于利希超级计算中心);Helmholtz Research Center Juelich(于利希亥姆霍兹研究中心);Universiteit Leiden(莱顿大学);Hochschule Rhein-Waal(莱茵-瓦尔应用科学大学)
The Obstacle Tower Challenge is the task to master a procedurally generated chain of levels that subsequently get harder to complete. Whereas the most top performing entries of last year's competition used human demonstrations or reward shaping to learn how to cope with the challenge, we present an approach that performed competitively (placed 7th) but starts completely from scratch by means of Deep Reinforcement Learning with a relatively simple feed-forward deep network structure. We especially look at the generalization performance of the taken approach concerning different seeds and variou…
NVIDIA Research(英伟达研究院);University of Oxford(牛津大学);Georgia Institute of Technology(佐治亚理工学院);Stanford University(斯坦福大学)
Effectively exploring the environment is a key challenge in reinforcement learning (RL). We address this challenge by defining a novel intrinsic reward based on a foundation model, such as contrastive language image pretraining (CLIP), which can encode a wealth of domain-independent semantic visual-language knowledge about the world. Specifically, our intrinsic reward is defined based on pre-trained CLIP embeddings without any fine-tuning or learning on the target RL task. We demonstrate that CLIP-based intrinsic rewards can drive exploration towards semantically meaningful states and outperfo…
In this work, we consider the problem of procedural content generation for video game levels. Prior approaches have relied on evolutionary search (ES) methods capable of generating diverse levels, but this generation procedure is slow, which is problematic in real-time settings. Reinforcement learning (RL) has also been proposed to tackle the same problem, and while level generation is fast, training time can be prohibitively expensive. We propose a framework to tackle the procedural content generation problem that combines the best of ES and RL. In particular, our approach first uses ES to ge…
Southern University of Science and Technology(南方科技大学)
Game consists of multiple types of content, while the harmony of different content types play an essential role in game design. However, most works on procedural content generation consider only one type of content at a time. In this paper, we propose and formulate online level generation from music, in a way of matching a level feature to a music feature in real-time, while adapting to players' play speed. A generic framework named online player-adaptive procedural content generation via reinforcement learning, OPARL for short, is built upon the experience-driven reinforcement learning and co…
We address planning and navigation in challenging 3D video games featuring maps with disconnected regions reachable by agents using special actions. In this setting, classical symbolic planners are not applicable or difficult to adapt. We introduce a hybrid technique combining a low level policy trained with reinforcement learning and a graph based high level classical planner. In addition to providing human-interpretable paths, the approach improves the generalization performance of an end-to-end approach in unseen maps, where it achieves a 20% absolute increase in success rate over a recurre…
We provide a framework for accelerating reinforcement learning (RL) algorithms by heuristics constructed from domain knowledge or offline data. Tabula rasa RL algorithms require environment interactions or computation that scales with the horizon of the sequential decision-making task. Using our framework, we show how heuristic-guided RL induces a much shorter-horizon subproblem that provably solves the original task. Our framework can be viewed as a horizon-based regularization for controlling bias and variance in RL under a finite interaction budget. On the theoretical side, we characterize …
Virtual Reality (VR) games that feature physical activities have been shown to increase players' motivation to do physical exercise. However, for such exercises to have a positive healthcare effect, they have to be repeated several times a week. To maintain player motivation over longer periods of time, games often employ Dynamic Difficulty Adjustment (DDA) to adapt the game's challenge according to the player's capabilities. For exercise games, this is mostly done by tuning specific in-game parameters like the speed of objects. In this work, we propose to use experience-driven Procedural Cont…
University of Oxford(牛津大学);Bartlett School of Architecture, UCL(伦敦大学学院巴特莱特建筑学院)
With this work, we investigate the use of Reinforcement Learning (RL) for the generation of spatial assemblies, by combining ideas from Procedural Generation algorithms (Wave Function Collapse algorithm (WFC)) and RL for Game Solving. WFC is a Generative Design algorithm, inspired by Constraint Solving. In WFC, one defines a set of tiles/blocks and constraints and the algorithm generates an assembly that satisfies these constraints. Casting the problem of generation of spatial assemblies as a Markov Decision Process whose states transitions are defined by WFC, we propose an algorithm that uses…
University of Twente(特文特大学);University of Colorado Boulder(科罗拉多大学博尔德分校);University of Liverpool(利物浦大学)
Recursion is the fundamental paradigm to finitely describe potentially infinite objects. As state-of-the-art reinforcement learning (RL) algorithms cannot directly reason about recursion, they must rely on the practitioner's ingenuity in designing a suitable "flat" representation of the environment. The resulting manual feature constructions and approximations are cumbersome and error-prone; their lack of transparency hampers scalability. To overcome these challenges, we develop RL algorithms capable of computing optimal policies in environments described as a collection of Markov decision pro…
Carnegie Mellon University(卡内基梅隆大学);Georgia Institute of Technology(佐治亚理工学院)
The ability for an agent to continuously learn new skills without catastrophically forgetting existing knowledge is of critical importance for the development of generally intelligent agents. Most methods devised to address this problem depend heavily on well-defined task boundaries, and thus depend on human supervision. Our task-agnostic method, Self-Activating Neural Ensembles (SANE), uses a modular architecture designed to avoid catastrophic forgetting without making any such assumptions. At the beginning of each trajectory, a module in the SANE ensemble is activated to determine the agent'…
New York University(纽约大学);Facebook AI Research(Facebook人工智能研究院)
Deep reinforcement learning (RL) agents often fail to generalize to unseen scenarios, even when they are trained on many instances of semantically similar environments. Data augmentation has recently been shown to improve the sample efficiency and generalization of RL agents. However, different tasks tend to benefit from different kinds of data augmentation. In this paper, we compare three approaches for automatically finding an appropriate augmentation. These are combined with two novel regularization terms for the policy and value function, required to make the use of data augmentation theor…
In this paper, we propose Rogue-Gym, a simple and classic style roguelike game built for evaluating generalization in reinforcement learning (RL). Combined with the recent progress of deep neural networks, RL has successfully trained human-level agents without human knowledge in many games such as those for Atari 2600. However, it has been pointed out that agents trained with RL methods often overfit the training environment, and they work poorly in slightly different environments. To investigate this problem, some research environments with procedural content generation have been proposed. Fo…
Johns Hopkins University Applied Physics Laboratory(约翰斯·霍普金斯大学应用物理实验室)
Despite groundbreaking progress in reinforcement learning for robotics, gameplay, and other complex domains, major challenges remain in applying reinforcement learning to the evolving, open-world problems often found in critical application spaces. Reinforcement learning solutions tend to generalize poorly when exposed to new tasks outside of the data distribution they are trained on, prompting an interest in continual learning algorithms. In tandem with research on continual learning algorithms, there is a need for challenge environments, carefully designed experiments, and metrics to assess …
ETH Zurich(苏黎世联邦理工学院);The Chinese University of Hong Kong(香港中文大学);University of California, Los Angeles(加利福尼亚大学洛杉矶分校);Centre for Perceptual and Interactive Intelligence(感知与交互智能研究中心)
Driving safely requires multiple capabilities from human and intelligent agents, such as the generalizability to unseen environments, the safety awareness of the surrounding traffic, and the decision-making in complex multi-agent settings. Despite the great success of Reinforcement Learning (RL), most of the RL research works investigate each capability separately due to the lack of integrated environments. In this work, we develop a new driving simulation platform called MetaDrive to support the research of generalizable reinforcement learning algorithms for machine autonomy. MetaDrive is hig…
This paper investigates the idea of encoding object-centered representations in the design of the reward function and policy architectures of a language-guided reinforcement learning agent. This is done using a combination of object-wise permutation invariant networks inspired from Deep Sets and gated-attention mechanisms. In a 2D procedurally-generated world where agents targeting goals in natural language navigate and interact with objects, we show that these architectures demonstrate strong generalization capacities to out-of-distribution goals. We study the generalization to varying number…