This research investigates reinforcement learning-based fine-tuning of MarioGPT to enhance alignment with specific game level design preferences. A computer-based evaluator function was employed to score levels across playability, novelty, and aesthetic aspects. The dataset, generated by sampling over 9,900 levels from the original MarioGPT model and scoring them using the evaluator function, was used to train a reward model. This reward model assesses level designs and provide reward (i.e. the 3 scores), which were then utilized to fine-tune the original MarioGPT model through Proximal Policy Optimization (PPO).

This diagram illustrates the training process used to fine-tune MarioGPT, aligning it with the evaluator function's preferences to generate levels that are more playable, novel, and free from aesthetic defects.
Currently, each step in the fine-tuning process must be executed sequentially. In the future, I would streamline this workflow into a single, unified pipeline for the ease of use.
python setup.py install
You can refer the mariogpt guide to generate mario game level.
This process involves enhancing MarioGPT's game-level generation by fine-tuning it with Reinforcement Learning (RL) using computer-generated feedback.
Step 1: Generate Game Levels
Step 2: Evaluate Generated Levels
Step 3: Train the Reward/Preference Model
Step 4: Fine-Tune MarioGPT Using RL
Validation and Testing: After fine-tuning, validate the updated MarioGPT model by generating new levels and evaluating them against the same metrics. Compare results to assess improvements in playability and novelty.
@misc{https://github.com/tsmbalu/MarioGPT_RL,
author = {Balasubramani Murugan},
keywords = {Artificial Intelligence (cs.AI), Computation and Language (cs.CL), FOS: Computer and information sciences, FOS: Computer and information sciences},
title = {Enhancing Game Level Generation via RLCF-guided MarioGPT},
year = {2024}, }
@misc{https://doi.org/10.48550/arxiv.2302.05981, doi = {10.48550/ARXIV.2302.05981},
url = {https://arxiv.org/abs/2302.05981},
author = {Sudhakaran, Shyam and González-Duque, Miguel and Glanois, Claire and Freiberger, Matthias and Najarro, Elias and Risi, Sebastian},
keywords = {Artificial Intelligence (cs.AI), Computation and Language (cs.CL), FOS: Computer and information sciences, FOS: Computer and information sciences},
title = {MarioGPT: Open-Ended Text2Level Generation through Large Language Models},
publisher = {arXiv},
year = {2023},
copyright = {arXiv.org perpetual, non-exclusive license} }
This research investigates reinforcement learning-based fine-tuning of MarioGPT to enhance alignment with specific game level design preferences. A computer-based evaluator function was employed to score levels across playability, novelty, and aesthetic aspects. The dataset, generated by sampling over 9,900 levels from the original MarioGPT model and scoring them using the evaluator function, was used to train a reward model. This reward model assesses level designs and provide reward (i.e. the 3 scores), which were then utilized to fine-tune the original MarioGPT model through Proximal Policy Optimization (PPO).

This diagram illustrates the training process used to fine-tune MarioGPT, aligning it with the evaluator function's preferences to generate levels that are more playable, novel, and free from aesthetic defects.
Currently, each step in the fine-tuning process must be executed sequentially. In the future, I would streamline this workflow into a single, unified pipeline for the ease of use.
python setup.py install
You can refer the mariogpt guide to generate mario game level.
This process involves enhancing MarioGPT's game-level generation by fine-tuning it with Reinforcement Learning (RL) using computer-generated feedback.
Step 1: Generate Game Levels
Step 2: Evaluate Generated Levels
Step 3: Train the Reward/Preference Model
Step 4: Fine-Tune MarioGPT Using RL
Validation and Testing: After fine-tuning, validate the updated MarioGPT model by generating new levels and evaluating them against the same metrics. Compare results to assess improvements in playability and novelty.
@misc{https://github.com/tsmbalu/MarioGPT_RL,
author = {Balasubramani Murugan},
keywords = {Artificial Intelligence (cs.AI), Computation and Language (cs.CL), FOS: Computer and information sciences, FOS: Computer and information sciences},
title = {Enhancing Game Level Generation via RLCF-guided MarioGPT},
year = {2024}, }
@misc{https://doi.org/10.48550/arxiv.2302.05981, doi = {10.48550/ARXIV.2302.05981},
url = {https://arxiv.org/abs/2302.05981},
author = {Sudhakaran, Shyam and González-Duque, Miguel and Glanois, Claire and Freiberger, Matthias and Najarro, Elias and Risi, Sebastian},
keywords = {Artificial Intelligence (cs.AI), Computation and Language (cs.CL), FOS: Computer and information sciences, FOS: Computer and information sciences},
title = {MarioGPT: Open-Ended Text2Level Generation through Large Language Models},
publisher = {arXiv},
year = {2023},
copyright = {arXiv.org perpetual, non-exclusive license} }