1 free read left. Create a free account for unlimited reading + AI research.
Create free accountWhitepaperNYU Tandon
Procedural content generation via reinforcement learning offers a robust framework for creating complex, traversable 3D environments within voxel-based systems like Minecraft. By leveraging proximal policy optimization and neural cellular automata, these generative models successfully navigate functional constraints such as gravity and pathfinding to produce structured layouts including mazes and dungeons. The primary objective is to establish a controllable design process where agents learn to satisfy specific architectural requirements, such as maximizing maze diameter or ensuring logical door connectivity, thereby facilitating both co-creative design and automated curriculum learning for player agents.
Empirical testing reveals that these agents demonstrate significant proficiency in constructing intricate, stair-based geometries to extend path lengths and define spatial boundaries. However, the current implementation faces limitations regarding reliability, particularly when tasked with connecting vertically stacked portals or maintaining consistency across extremely long path sequences. These findings suggest that while the models effectively manage fundamental level metrics, achieving high-fidelity, large-scale generation requires further architectural refinement and the integration of more sophisticated curriculum-based training strategies to improve output stability.
Ultimately, the integration of reinforcement learning and quality diversity methods provides a scalable approach to generating adaptive game content that evolves alongside player progress. This methodology proves particularly effective for mixed-initiative design, where human creators and algorithmic agents collaborate to refine level architecture. Future advancements in this field will likely focus on developing more nuanced 3D complexity metrics and expanding these generative techniques beyond voxel-based environments, potentially broadening the application of controllable procedural generation across diverse game genres and development workflows.
Each row is a game or company this document names, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.