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arXiv:2611.16175 · v1

Stack more levels: how to get general and human-like Mario playing

首次提交 2026-11-12 10:06
版本更新 2026-11-12 10:06
雷达观测 2026-11-13 14:16
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摘要

Super Mario Bros. is widely used in game AI and procedural content generation (PCG), yet it remains unclear whether a model-free agent can reliably win unseen levels. To address this question, we train Proximal Policy Optimization (PPO) agents on increasingly large sets of PCG-generated Mario levels and evaluate their generalization on 1000 held-out test levels. We then shape competent PPO policies into three gameplay archetypes---runner, killer, and collector. Finally, we fine-tune these PPO policies using Diffusion-Reward Adversarial Imitation Learning (DRAIL) with human gameplay demonstrations. We find that increasing the number of distinct PCG-generated training levels generally improves unseen-level performance, and that fine-tuning PPO policies with DRAIL increases action-level human-likeness while preserving much of the persona induced by PPO pretraining.

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v1 · 2026-11-12 10:06 · 最新观测版本

Stack more levels: how to get general and human-like Mario playing

Super Mario Bros. is widely used in game AI and procedural content generation (PCG), yet it remains unclear whether a model-free agent can reliably win unseen levels. To address this question, we train Proximal Policy Optimization (PPO) agents on increasingly large sets of PCG-generated Mario levels and evaluate their generalization on 1000 held-out test levels. We then shape competent PPO policies into three gameplay archetypes---runner, killer, and collector. Finally, we fine-tune these PPO policies using Diffusion-Reward Adversarial Imitation Learning (DRAIL) with human gameplay demonstrations. We find that increasing the number of distinct PCG-generated training levels generally improves unseen-level performance, and that fine-tuning PPO policies with DRAIL increases action-level human-likeness while preserving much of the persona induced by PPO pretraining.

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