Sung-Hyun Kim

AI
h-index23
5papers
12citations
Novelty48%
AI Score42

5 Papers

62.2AIMar 31
Multiverse: Language-Conditioned Multi-Game Level Blending via Shared Representation

In-Chang Baek, Jiyun Jung, Geum-Hwan Hwang et al.

Text-to-level generation aims to translate natural language descriptions into structured game levels, enabling intuitive control over procedural content generation. While prior text-to-level generators are typically limited to a single game domain, extending language-conditioned generation to multiple games requires learning representations that capture structural relationships across domains. We propose Multiverse, a language-conditioned multi-game level generator that enables cross-game level blending through textual specifications. The model learns a shared latent space aligning textual instructions and level structures, while a threshold-based multi-positive contrastive supervision links semantically related levels across games. This representation allows language to guide which structural characteristics should be preserved when combining content from different games, enabling controllable blending through latent interpolation and zero-shot generation from compositional textual prompts. Experiments show that the learned representation supports controllable cross-game level blending and significantly improves blending quality within the same game genre, while providing a unified representation for language-conditioned multi-game content generation.

AIFeb 15, 2025
PCGRLLM: Large Language Model-Driven Reward Design for Procedural Content Generation Reinforcement Learning

In-Chang Baek, Sung-Hyun Kim, Sam Earle et al.

Reward design plays a pivotal role in the training of game AIs, requiring substantial domain-specific knowledge and human effort. In recent years, several studies have explored reward generation for training game agents and controlling robots using large language models (LLMs). In the content generation literature, there has been early work on generating reward functions for reinforcement learning agent generators. This work introduces PCGRLLM, an extended architecture based on earlier work, which employs a feedback mechanism and several reasoning-based prompt engineering techniques. We evaluate the proposed method on a story-to-reward generation task in a two-dimensional environment using two state-of-the-art LLMs, demonstrating the generalizability of our approach. Our experiments provide insightful evaluations that demonstrate the capabilities of LLMs essential for content generation tasks. The results highlight significant performance improvements of 415% and 40% respectively, depending on the zero-shot capabilities of the language model. Our work demonstrates the potential to reduce human dependency in game AI development, while supporting and enhancing creative processes.

AIMar 16, 2025
IPCGRL: Language-Instructed Reinforcement Learning for Procedural Level Generation

In-Chang Baek, Sung-Hyun Kim, Seo-Young Lee et al.

Recent research has highlighted the significance of natural language in enhancing the controllability of generative models. While various efforts have been made to leverage natural language for content generation, research on deep reinforcement learning (DRL) agents utilizing text-based instructions for procedural content generation remains limited. In this paper, we propose IPCGRL, an instruction-based procedural content generation method via reinforcement learning, which incorporates a sentence embedding model. IPCGRL fine-tunes task-specific embedding representations to effectively compress game-level conditions. We evaluate IPCGRL in a two-dimensional level generation task and compare its performance with a general-purpose embedding method. The results indicate that IPCGRL achieves up to a 21.4% improvement in controllability and a 17.2% improvement in generalizability for unseen instructions. Furthermore, the proposed method extends the modality of conditional input, enabling a more flexible and expressive interaction framework for procedural content generation.

AIAug 13, 2025
Human-Aligned Procedural Level Generation Reinforcement Learning via Text-Level-Sketch Shared Representation

In-Chang Baek, Seoyoung Lee, Sung-Hyun Kim et al.

Human-aligned AI is a critical component of co-creativity, as it enables models to accurately interpret human intent and generate controllable outputs that align with design goals in collaborative content creation. This direction is especially relevant in procedural content generation via reinforcement learning (PCGRL), which is intended to serve as a tool for human designers. However, existing systems often fall short of exhibiting human-centered behavior, limiting the practical utility of AI-driven generation tools in real-world design workflows. In this paper, we propose VIPCGRL (Vision-Instruction PCGRL), a novel deep reinforcement learning framework that incorporates three modalities-text, level, and sketches-to extend control modality and enhance human-likeness. We introduce a shared embedding space trained via quadruple contrastive learning across modalities and human-AI styles, and align the policy using an auxiliary reward based on embedding similarity. Experimental results show that VIPCGRL outperforms existing baselines in human-likeness, as validated by both quantitative metrics and human evaluations. The code and dataset will be available upon publication.

LGAug 8, 2025
Multi-Objective Instruction-Aware Representation Learning in Procedural Content Generation RL

Sung-Hyun Kim, In-Chang Baek, Seo-Young Lee et al.

Recent advancements in generative modeling emphasize the importance of natural language as a highly expressive and accessible modality for controlling content generation. However, existing instructed reinforcement learning for procedural content generation (IPCGRL) method often struggle to leverage the expressive richness of textual input, especially under complex, multi-objective instructions, leading to limited controllability. To address this problem, we propose \textit{MIPCGRL}, a multi-objective representation learning method for instructed content generators, which incorporates sentence embeddings as conditions. MIPCGRL effectively trains a multi-objective embedding space by incorporating multi-label classification and multi-head regression networks. Experimental results show that the proposed method achieves up to a 13.8\% improvement in controllability with multi-objective instructions. The ability to process complex instructions enables more expressive and flexible content generation.