Illuminating Generalization in Deep Reinforcement Learning through Procedural Level Generation

By Niels Justesen, Ruben Rodriguez Torrado, Philip Bontrager, Ahmed Khalifa, Julian Togelius, Sebastian Risi. 2018

205 citations recorded by the source corpus.

Deep reinforcement learning (RL) has shown impressive results in a variety of domains, learning directly from high-dimensional sensory streams. However, when neural networks are trained in a fixed environment, such as a single level in a video game, they will usually overfit and fail to generalize to new levels. When RL models overfit, even slight modifications to the environment can result in poor agent performance. This paper explores how procedurally generated levels during training can increase generality. We show that for some games procedural level generation enables generalization to new levels within the same distribution. Additionally, it is possible to achieve better performance with less data by manipulating the difficulty of the levels in response to the performance of the agent. The generality of the learned behaviors is also evaluated on a set of human-designed levels. The results suggest that the ability to generalize to human-designed levels highly depends on the design of the level generators. We apply dimensionality reduction and clustering techniques to visualize the generators' distributions of levels and analyze to what degree they can produce levels similar to those designed by a human.

Subfields: Artificial Intelligence, Automotive Engineering, Control and Systems Engineering

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In Artificial Intelligence

  1. Sergey Levine
  2. Pieter Abbeel
  3. Yoshua Bengio
  4. Trevor Darrell
  5. Chelsea Finn
  6. Mohit Bansal
  7. Quoc V. Le
  8. Abhinav Kumar Gupta

In Automotive Engineering

  1. Philipp Krahenbuhl
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  5. Tao A. Xiang
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In Control and Systems Engineering

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  4. Kenneth O. Stanley
  5. Pieter Abbeel
  6. Allan Jabri
  7. Trevor Darrell
  8. Doina Precup

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