cs.AI updates on arXiv.org 10月07日
多智能体PCGRL:提升游戏关卡生成效率
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本文提出了一种基于强化学习的程序内容生成方法,通过多智能体协同工作,提升游戏关卡设计效率,减少对人工数据集的依赖,并提高关卡质量评估的准确性。

arXiv:2510.04862v1 Announce Type: new Abstract: Procedural Content Generation via Reinforcement Learning (PCGRL) offers a method for training controllable level designer agents without the need for human datasets, using metrics that serve as proxies for level quality as rewards. Existing PCGRL research focuses on single generator agents, but are bottlenecked by the need to frequently recalculate heuristics of level quality and the agent's need to navigate around potentially large maps. By framing level generation as a multi-agent problem, we mitigate the efficiency bottleneck of single-agent PCGRL by reducing the number of reward calculations relative to the number of agent actions. We also find that multi-agent level generators are better able to generalize to out-of-distribution map shapes, which we argue is due to the generators' learning more local, modular design policies. We conclude that treating content generation as a distributed, multi-agent task is beneficial for generating functional artifacts at scale.

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程序内容生成 强化学习 多智能体 游戏关卡 效率提升
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