PCGRL: Procedural Content Generation via Reinforcement Learning
PCGRL: Procedural Content Generation via Reinforcement Learning
复制标题
PCGRL:通过强化学习生成程序内容
DOI:
10.1609/aiide.v16i1.7416
复制
发表时间:
2020
期刊:
影响因子:
--
通讯作者:
J. Togelius
中科院分区:
文献类型:
--
作者:
A. Khalifa;Philip Bontrager;Sam Earle;J. Togelius
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.
影响因子:
2.3
作者:
Perez-Liebana, Diego;Liu, Jialin;Khalifa, Ahmed;Gaina, Raluca D.;Togelius, Julian;Lucas, Simon M.
通讯作者:
Lucas, Simon M.
DOI:
--
发表时间:
2018-06
期刊:
arXiv: Learning
影响因子:
--
作者:
Niels Justesen;R. Torrado;Philip Bontrager;A. Khalifa;J. Togelius;S. Risi
通讯作者:
Niels Justesen;R. Torrado;Philip Bontrager;A. Khalifa;J. Togelius;S. Risi
DOI:
--
发表时间:
2016-11
期刊:
ArXiv
影响因子:
--
作者:
Barret Zoph;Quoc V. Le
通讯作者:
Barret Zoph;Quoc V. Le