aiqbench analysis
This research addresses the trade-off between visual fidelity and playability in procedural content generation by hybridizing Wave Function Collapse with reinforcement learning. By constraining the action space of a PCGRL generator with locally learned patterns, the method successfully produces puzzle-platform levels that satisfy both aesthetic and functional global properties. The study highlights critical dependencies on hyperparameter tuning while demonstrating a viable path toward more robust AI-driven game asset creation.
Learning Local Constraints for Reinforcement-Learned Content Generators
arXiv:2605.13570v2 Announce Type: replace Abstract: Constraint-based game content generators that learn local constraints from existing content, such as Wave Function Collapse (WFC), can generate visually satisfying game levels but face challenges in optimizing global properties, such as playability. On the other hand, reinforcement-learning-trained generators can optimize global properties---because such properties can easily be included in reward functions---but the results can be visually dissatisfying. In this paper, we explore ways to combine these methods. Specifically, we constrain the action space of a PCGRL generator with constraints learned by WFC, effectively allowing the PCGRL generator to achieve global properties while being forced to adhere to local constraints. To better analyze how this hybrid content generation method operates, we vary the number and type of inputs, and we test whether to randomly collapse the starting state and exclude rare patterns. While the method is sensitive to hyperparameter tuning, the best of our trained generators produce visually satisfying and playable puzzle-platform game levels---such as Lode Runner levels---with desired global properties.
Abstract:Constraint-based game content generators that learn local constraints from existing content, such as Wave Function Collapse (WFC), can generate visually satisfying game levels but face challenges in optimizing global properties, such as playability. On the other hand, reinforcement-learning-trained generators can optimize global properties---because such properties can easily be included in reward functions---but the results can be visually dissatisfying. In this paper, we explore ways to combine these methods. Specifically, we constrain the action space of a PCGRL generator with constraints learned by WFC, effectively allowing the PCGRL generator to achieve global properties while being forced to adhere to local constraints. To better analyze how this hybrid content generation method operates, we vary the number and type of inputs, and we test whether to randomly collapse the starting state and exclude rare patterns. While the method is sensitive to hyperparameter tuning, the best of our trained generators produce visually satisfying and playable puzzle-platform game levels---such as Lode Runner levels---with desired global properties.
Artificial Intelligence (cs.AI); Machine Learning (cs.LG)
arXiv:2605.13570 [cs.AI]
(or arXiv:2605.13570v2 [cs.AI] for this version)
https://doi.org/10.48550/arXiv.2605.13570 Focus to learn more arXiv-issued DOI via DataCite
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