TL;DR
G-PCGRL is a reinforcement learning-based method for controllably and efficiently generating graph data structures, such as game economies and skill trees, to assist game designers.
Contribution
It extends the PCGRL framework to handle graph data generation as a Markov decision process with new representations.
Findings
Capable of quick and reliable graph content generation.
Models are controllable in node type and quantity.
Outperforms random search and evolutionary algorithms.
Abstract
Graph data structures offer a versatile and powerful means to model relationships and interconnections in various domains, promising substantial advantages in data representation, analysis, and visualization. In games, graph-based data structures are omnipresent and represent, for example, game economies, skill trees or complex, branching quest lines. With this paper, we propose G-PCGRL, a novel and controllable method for the procedural generation of graph data using reinforcement learning. Therefore, we frame this problem as manipulating a graph's adjacency matrix to fulfill a given set of constraints. Our method adapts and extends the Procedural Content Generation via Reinforcement Learning (PCGRL) framework and introduces new representations to frame the problem of graph data generation as a Markov decision process. We compare the performance of our method with the original PCGRL,…
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Taxonomy
MethodsSparse Evolutionary Training · Random Search
