Generating Game Levels of Diverse Behaviour EngagementKeyuan Zhang, Jiayu Bai, Jialin Liu
Recent years, there has been growing interests in experience-driven procedural level generation. Various metrics have been formulated to model player experience and help generate personalised levels. In this work, we question whether experience metrics can adapt to agents with different personas. We start by reviewing existing metrics for evaluating game levels. Then, focusing on platformer games, we design a framework integrating various agents and evaluation metrics. Experimental studies on \emph{Super Mario Bros.} indicate that using the same evaluation metrics but agents with different personas can generate levels for particular persona. It implies that, for simple games, using a game-playing agent of specific player archetype as a level tester is probably all we need to generate levels of diverse behaviour engagement.
Online Game Level Generation from MusicZiqi Wang, Jialin Liu
Game consists of multiple types of content, while the harmony of different content types play an essential role in game design. However, most works on procedural content generation consider only one type of content at a time. In this paper, we propose and formulate online level generation from music, in a way of matching a level feature to a music feature in real-time, while adapting to players' play speed. A generic framework named online player-adaptive procedural content generation via reinforcement learning, OPARL for short, is built upon the experience-driven reinforcement learning and controllable reinforcement learning, to enable online level generation from music. Furthermore, a novel control policy based on local search and k-nearest neighbours is proposed and integrated into OPARL to control the level generator considering the play data collected online. Results of simulation-based experiments show that our implementation of OPARL is competent to generate playable levels with difficulty degree matched to the ``energy'' dynamic of music for different artificial players in an online fashion.
25.7CVJan 10, 2025
StarGen: A Spatiotemporal Autoregression Framework with Video Diffusion Model for Scalable and Controllable Scene GenerationShangjin Zhai, Zhichao Ye, Jialin Liu et al.
Recent advances in large reconstruction and generative models have significantly improved scene reconstruction and novel view generation. However, due to compute limitations, each inference with these large models is confined to a small area, making long-range consistent scene generation challenging. To address this, we propose StarGen, a novel framework that employs a pre-trained video diffusion model in an autoregressive manner for long-range scene generation. The generation of each video clip is conditioned on the 3D warping of spatially adjacent images and the temporally overlapping image from previously generated clips, improving spatiotemporal consistency in long-range scene generation with precise pose control. The spatiotemporal condition is compatible with various input conditions, facilitating diverse tasks, including sparse view interpolation, perpetual view generation, and layout-conditioned city generation. Quantitative and qualitative evaluations demonstrate StarGen's superior scalability, fidelity, and pose accuracy compared to state-of-the-art methods. Project page: https://zju3dv.github.io/StarGen.
7.1LGSep 29, 2025
Expanding Horizons of Level Diversity via Multi-objective Evolutionary LearningQingquan Zhang, Ziqi Wang, Yuchen Li et al.
In recent years, the generation of diverse game levels has gained increasing interest, contributing to a richer and more engaging gaming experience. A number of level diversity metrics have been proposed in literature, which are naturally multi-dimensional, leading to conflicted, complementary, or both relationships among these dimensions. However, existing level generation approaches often fail to comprehensively assess diversity across those dimensions. This paper aims to expand horizons of level diversity by considering multi-dimensional diversity when training generative models. We formulate the model training as a multi-objective learning problem, where each diversity metric is treated as a distinct objective. Furthermore, a multi-objective evolutionary learning framework that optimises multiple diversity metrics simultaneously throughout the model training process is proposed. Our case study on the commonly used benchmark Super Mario Bros. demonstrates that our proposed framework can enhance multi-dimensional diversity and identify a Pareto front of generative models, which provides a range of tradeoffs among playability and two representative diversity metrics, including a content-based one and a player-centered one. Such capability enables decision-makers to make informed choices when selecting generators accommodating a variety of scenarios and the diverse needs of players and designers.
3.3NEApr 23, 2024
Evolutionary Reinforcement Learning via Cooperative CoevolutionChengpeng Hu, Jialin Liu, Xin Yao
Recently, evolutionary reinforcement learning has obtained much attention in various domains. Maintaining a population of actors, evolutionary reinforcement learning utilises the collected experiences to improve the behaviour policy through efficient exploration. However, the poor scalability of genetic operators limits the efficiency of optimising high-dimensional neural networks.To address this issue, this paper proposes a novel cooperative coevolutionary reinforcement learning (CoERL) algorithm. Inspired by cooperative coevolution, CoERL periodically and adaptively decomposes the policy optimisation problem into multiple subproblems and evolves a population of neural networks for each of the subproblems. Instead of using genetic operators, CoERL directly searches for partial gradients to update the policy. Updating policy with partial gradients maintains consistency between the behaviour spaces of parents and offspring across generations.The experiences collected by the population are then used to improve the entire policy, which enhances the sampling efficiency.Experiments on six benchmark locomotion tasks demonstrate that CoERL outperforms seven state-of-the-art algorithms and baselines.Ablation study verifies the unique contribution of CoERL's core ingredients.