PCGRLLM: Large Language Model-Driven Reward Design for Procedural Content Generation Reinforcement Learning
In-Chang Baek, Sung-Hyun Kim, Sam Earle, Zehua Jiang, Noh Jin-Ha, Julian Togelius, Kyung-Joong Kim
TL;DR
The paper addresses the bottleneck of reward design in procedural content generation via reinforcement learning by introducing PCGRLLM, a framework that uses a feedback loop and reasoning-based prompt engineering to autonomously generate and refine reward functions. It extends prior work by incorporating self-alignment with the environment and content-informed feedback, enabling iterative improvement of rewards through ToT and GoT style reasoning. Empirical results in a 2D PCGRL setting show substantial gains in reward-generation accuracy, with improvements up to 415% for certain LLMs, and demonstrate the method’s ability to generalize across models from zero-shot to few-shot capabilities. The work highlights the potential to reduce human intervention in game AI development and to enhance creative processes in content generation, while also exploring content-evaluation challenges and vision-assisted feedback avenues for future improvement.
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, 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.
