A group, fuse, and retrain recipe for multi-game reinforcement learning lets a 32B model reach near-Claude3.5 performance on several TextArena games, though the headline score is internally inconsistent.
PCGRLLM: Large Language Model-Driven Reward Design for Procedural Content Generation Reinforcement Learning
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abstract
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 across various reasoning-based prompting methods. Our experiments provide insightful evaluations that demonstrate the capabilities of LLMs essential for content generation tasks. The results demonstrate a substantial performance improvement over the previous structure, achieving performance comparable to that of humans. Our work demonstrates the potential to reduce human dependency in game AI development, while supporting and enhancing creative processes.
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Divide-Fuse-Conquer: Eliciting "Aha Moments" in Multi-Scenario Games
A group, fuse, and retrain recipe for multi-game reinforcement learning lets a 32B model reach near-Claude3.5 performance on several TextArena games, though the headline score is internally inconsistent.