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Programmable Cellular Automata

arXiv:2609.06102v2 Announce Type: replace-cross Abstract: Cellular automata is a local computation paradigm where complex behavior can arise from local interactions between simple functions. This paradigm has been used to explain many systems such as biological processes, traffic simulation, computer networks, etc. In games, cellular automata have been used in games such as SimCity and for the generation of spatial content such as caves or dungeons. However, creating effective local rules is hard and unintuitive. Cellular automata can be effectively evolved, but may still be hard to interpret. In this work, we introduce the concept of programmable cellular automata, where we represent the system as Python code. We also modularize the cellular automata into local functions and a decision function. Local functions take a local neighborhood and return a value, while the decision function takes the output of the local functions and decides the value of the next state. Separating the cellular automata into modules written in Python helps with understanding how these systems are working. We also explore adding global functions where they take the whole state and compute a function from it. We tested generating levels for three different games from the PCG Benchmark. The results showed that global functions decrease the number of iterations that cellular automata need to solve a problem, and that we cannot find solutions for some problems with purely local functions. Looking into the generated functions, we can see common functions that have been used in different experiments, which not only helps us understand the generator but also helps us understand these games better and what is important for them.

In Search of the Ingredients of Open-Endedness: Replicating Picbreeder with Large Vision-Language Models

arXiv:2605.23908v1 Announce Type: new Abstract: We are in the midst of large-scale industrial and academic efforts to automate the processes of scientific, technological and creative production through AI-driven assistants. Historically, a fundamental property of these processes in their human form has been their open-endedness: their capacity for generating a seemingly endless supply of novel and meaningful new forms. Do artificial agents have any capacity for such fruitful unguided discovery? To answer this question, we turn to Picbreeder, the canonical exemplar of human-driven open-ended search, in which users collaboratively generated a diverse library of images through interactive evolution of small neural networks. We replicate Picbreeder, replacing human users with frontier Vision Language Models (VLMs). We observe clear qualitative differences between the output of our system and the historical human baseline, and attempt to characterize them using metrics of phylogenetic complexity and visual and semantic salience and novelty. In an effort to identify some of the causal factors contributing these differences, we study the addition of exploratory noise to the agents' selection process, of behavioral diversity between agents, and of narrative momentum in the form of memory of past actions. We make our code available at https://github.com/smearle/picbreeder-vlm.

PCGRLLM: Large Language Model-Driven Reward Design for Procedural Content Generation Reinforcement Learning

arXiv:2502.10906v2 Announce Type: replace 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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