We present Mortar, a system for autonomously evolving game mechanics for automatic game design. Game mechanics define the rules and interactions that govern gameplay, and designing them manually is a time-consuming and expert-driven process. Mortar combines a quality-diversity algorithm with a large language model to explore a diverse set of mechanics, which are evaluated by synthesising complete games that incorporate both evolved mechanics and those drawn from an archive. The mechanics are evaluated by composing complete games through a tree search procedure, where the resulting games are evaluated by their ability to preserve a skill-based ordering over players – that is, whether stronger players consistently outperform weaker ones. We assess the mechanics based on their contribution towards the skill-based ordering score in the game. We demonstrate that Mortar produces games that appear diverse and playable, and mechanics that contribute more towards the skill-based ordering score in the game. We perform ablation studies to assess the role of each system component and a user study to evaluate the games based on human feedback.
The key question in moral judgement is not simply whether someone chooses the "right" answer, but how they decide what matters most when moral principles conflict. Current evaluations of large language models (LLMs) remain limited: most test whether models give morally acceptable answers, match human preferences, or avoid obvious violations, rather than whether they can prioritise between competing principles when no option is morally cost-free. We introduce CORDA (Conditioned Ordering and Ranked Directive Adherence), a benchmark for evaluating hierarchical, harm-centred moral reasoning in LLMs. Building on the morality chains formalism, CORDA tests 90 moral dilemmas involving trolley-style cases, medical trade-offs, resource allocation, and human-animal-robot conflicts across four ordered ethical frameworks: Utility, Utility + Agent Harm, Dual-Process, and Dual-Process + Agent Harm. Together, these frameworks test whether models can adapt their decisions when moral priorities change. Across ten instruction-tuned models from seven providers, we find a strong deontological default, with 9 of 10 prioritising avoidance of direct personal harm over reducing overall harm. Models also perform more reliably on categorical harm-avoidance rules, such as avoiding killing, than on outcome-based comparisons, such as minimising total harm, suggesting that they recognise moral red lines more easily than they reason through competing harms. Although all models respond to explicit chain conditioning, several fail to consistently follow specified priority orderings, such as humans over animals and animals over robots. CORDA addresses a central gap in LLM moral evaluation by testing whether models can move beyond default harm-avoidant responses and apply context-specified moral priorities. Moral reliability requires more than default restraint; it requires controllability under conflict.
We consider the problem of unsupervised skill segmentation and hierarchical structure discovery in reinforcement learning. While recent approaches have sought to segment trajectories into reusable skills or options, most rely on action labels, rewards, or handcrafted annotations, limiting their applicability. We propose a method that segments unlabelled trajectories into skills and induces a hierarchical structure over them using a grammar-based approach. The resulting hierarchy captures both low-level behaviours and their composition into higher-level skills. We evaluate our approach in high-dimensional, pixel-based environments, including Craftax and the full, unmodified version of Minecraft. Using metrics for skill segmentation, reuse, and hierarchy quality, we find that our method consistently produces more structured and semantically meaningful hierarchies than existing baselines. Furthermore, as a proof of concept for utility, we demonstrate that these discovered hierarchies accelerate and stabilise learning on downstream reinforcement learning tasks.
Model collapse, the degradation in performance that arises when generative models are trained on the outputs of prior models, is an increasing concern as artificially generated content proliferates. Related critiques of large language models have highlighted their tendency to reproduce frequent patterns in training data, their reliance on vast datasets, and their substantial environmental cost. Together, these factors contribute to data degradation, the reinforcement of cultural biases, and inefficient resource use. In this position paper we aim to combine these views and argue that model collapse threatens current efforts to democratise AI. By reducing training efficiency and skewing data distributions away from the tails of their support, model collapse disproportionately impacts low-resource and marginalized communities. We examine both the environmental and cultural implications of this phenomenon, situate our position within recent position papers on model collapse, and conclude with a call to action. Finally, we outline initial directions for mitigating these effects.
Reinforcement Learning (RL) research often models environments as Markov decision processes. Yet many real-world tasks are non-Markovian, requiring memory of past events. A common approach encodes these history-dependent rewards as finite automata, but these are difficult to integrate into standard RL pipelines. We present PyCRM, a Python framework for non-Markovian RL built on two automata classes: Reward Machines and their Turing-complete generalisation, Counting Reward Machines. PyCRM supports automatic environment construction and integrates seamlessly with popular RL libraries. This lowers the barrier to entry, allowing researchers to focus on task design and theory while exploring more complex, temporally extended problems.
Evaluating moral alignment in agents navigating conflicting, hierarchically structured human norms is a critical challenge at the intersection of AI safety, moral philosophy, and cognitive science. We introduce Morality Chains, a novel formalism for representing moral norms as ordered deontic constraints, and MoralityGym, a benchmark of 98 ethical-dilemma problems presented as trolley-dilemma-style Gymnasium environments. By decoupling task-solving from moral evaluation and introducing a novel Morality Metric, MoralityGym allows the integration of insights from psychology and philosophy into the evaluation of norm-sensitive reasoning. Baseline results with Safe RL methods reveal key limitations, underscoring the need for more principled approaches to ethical decision-making. This work provides a foundation for developing AI systems that behave more reliably, transparently, and ethically in complex real-world contexts.
Safe offline RL typically assumes access to dense per-step cost annotations, but in practice supervisors provide only trajectory-level stop-feedback: a binary signal at the first unsafe transition, with no per-step attribution. We frame this as a temporal credit assignment problem and propose the Redistribution-based Cost Inference (RCI) framework, which converts sparse stop-feedback into dense per-step costs via return decomposition, then trains a constrained offline policy on the augmented dataset. We show that return-equivalent redistribution preserves the feasible policy set and the optimal Lagrangian in a CMDP, establishing that the transformation is lossless in theory while yielding better-conditioned cost critic learning in practice. Experiments on highway driving and robotic manipulation demonstrate substantially lower violation rates than sparse and classifier-based baselines, with robustness to heterogeneous dataset compositions and label noise.
We present Word2Minecraft, a system that leverages large language models to generate playable game levels in Minecraft based on structured stories. The system transforms narrative elements-such as protagonist goals, antagonist challenges, and environmental settings-into game levels with both spatial and gameplay constraints. We introduce a flexible framework that allows for the customization of story complexity, enabling dynamic level generation. The system employs a scaling algorithm to maintain spatial consistency while adapting key game elements. We evaluate Word2Minecraft using both metric-based and human-based methods. Our results show that GPT-4-Turbo outperforms GPT-4o-Mini in most areas, including story coherence and objective enjoyment, while the latter excels in aesthetic appeal. We also demonstrate the system' s ability to generate levels with high map enjoyment, offering a promising step forward in the intersection of story generation and game design. We open-source the code at https://github.com/JMZ-kk/Word2Minecraft/tree/word2mc_v0
An important property of long-lived agents is the ability to reuse existing knowledge to solve new tasks. An appealing approach towards obtaining such agents is by leveraging logical composition over tasks, where new tasks are defined by applying logic operators to previously-solved ones. This composition is particularly powerful since it provides a human-understandable mechanism for task specification. However, no unifying formalism for applying logic operators to tasks and generalising combinatorially over them has yet been developed. We address the problem by formally defining logical composition as operators acting on a set of tasks in a lattice structure—the algebraic structure that generalises the study of Boolean logic. This provides a theoretically rigorous method for composing tasks, allowing us to formulate new tasks in terms of the negation, disjunction, and conjunction of a set of base tasks. We prove that by learning a new type of goal-oriented value function model free, called the world value function, an agent can solve composite tasks involving arbitrary logical operators with no further learning. We verify our approach in high-dimensional domains—including a video game environment and continuous-control task—where an agent first learns to solve a set of base tasks, and then composes these solutions to solve a super-exponential number of new tasks.
We consider how to construct state abstractions compatible with a given set of abstract actions, to obtain a well-formed abstract Markov decision process (MDP). We show that the Bellman equation suggests that abstract states should represent distributions over states in the ground MDP; we characterize the conditions under which the resulting process is Markov and approximately model-preserving, derive algorithms for constructing and planning with the abstract MDP, and apply them to a visual maze task. We generalize these results to the factored actions case, characterizing the conditions that result in factored abstract states and apply the resulting algorithm to Montezuma's Revenge. These results provide a powerful and principled framework for constructing neurosymbolic abstract Markov decision processes.
Combining reinforcement learning with language grounding is challenging as the agent needs to explore the environment for different language commands at the same time. We present a method to reduce the sample complexity of RL tasks specified with language by using compositional policy representations. We evaluate our approach in an environment requiring reward function approximation and demonstrate compositional generalization to novel tasks. Our method significantly outperforms the previous best non-compositional baseline in terms of sample complexity on 162 tasks. Our compositional model attains a success rate equal to an oracle policy's upper-bound performance of 92%. With the same number of environment steps the baseline only reaches a success rate of 80%.
Skill composition is a growing area of interest within reinforcement learningresearch. This approach promotes efficient use of knowledge and represents arealistic, human-like style of learning. Existing work has demonstrated how simple skills can be composed using Boolean operators to solve new, unseen taskswithout further learning. However, this approach assumes that the learned value functions for each atomic skill are optimal, an assumption which is violated in most practical cases. We propose a method that instead learns operators forcomposition using evolutionary strategies. We empirically verify our approach in tabular and high-dimensional environments. Results demonstrate that our approach outperforms existing composition methods when faced with learned,suboptimal behaviours, while also promoting robust agents and allowing for transfer between domains.
\looseness=-1 While task generalisation is widely studied in the context of single-agent reinforcement learning (RL), little research exists in the context of multi-agent RL. The research that does exist usually considers task generalisation implicitly as a part of the environment, and when it is considered explicitly there are no theoretical guarantees. We propose Goal-Oriented Learning for Multi-Task Multi-Agent RL (GOLeMM), a method that achieves provably optimal task generalisation that, to the best of our knowledge, has not been achieved before in multi-agent RL (MARL). After learning an optimal goal-oriented value function for a single arbitrary task, our method can zero-shot infer the optimal policy for any other task in the distribution---given only knowledge of the terminal rewards for each agent for the new task and learnt task. Empirically in a tabular domain we show that our method is able to generalise over a full task distribution, while representative baselines are only able to learn a small subset of the task distribution---given the same knowledge about tasks. Additionally, while leveraging function approximation we demonstrate our method in a high-dimensional continuous domain and obtain superior task generalisation than a representative baseline.
Large Language Models (LLMs) have proven their worth across a diverse spectrum of disciplines. LLMs have shown great potential in Procedural Content Generation (PCG) as well, but directly generating a level through a pre-trained LLM is still challenging. This work introduces Word2World, a system that enables LLMs to procedurally design playable games through stories, without any task-specific fine-tuning. Word2World leverages the abilities of LLMs to create diverse content and extract information. Combining these abilities, LLMs can create a story for the game, design narrative, and place tiles in appropriate places to create coherent worlds and playable games. We test Word2World with different LLMs and perform a thorough ablation study to validate each step. We open-source the code at https://github.com/umair-nasir14/Word2World.
Procedural content generation (PCG) is a growing field, with numerous applications in the video game industry and great potential to help create better games at a fraction of the cost of manual creation. However, much of the work in PCG is focused on generating relatively straightforward levels in simple games, as it is challenging to design an optimisable objective function for complex settings. This limits the applicability of PCG to more complex and modern titles, hindering its adoption in industry. Our work aims to address this limitation by introducing a compositional level generation method that recursively composes simple low-level generators to construct large and complex creations. This approach allows for easily-optimisable objectives and the ability to design a complex structure in an interpretable way by referencing lower-level components. We empirically demonstrate that our method outperforms a non-compositional baseline by more accurately satisfying a designer's functional requirements in several tasks. Finally, we provide a qualitative showcase (in Minecraft) illustrating the large and complex, but still coherent, structures that were generated using simple base generators.
Reinforcement learning (RL) has recently made several significant advances using video games as a testbed. While many of these games are relatively self-contained, there has been a recent push to develop agents capable of tackling massive, open-ended environments that are more reminiscent of the real world. One of the most popular of these platforms is Minecraft, but to attain human-level performance, agents must be able to learn, plan, and reason using high-dimensional image input. Commonly, an agent will attempt to extract lower-dimensional features that assist with downstream tasks. However, representation learning techniques have primarily been applied to real-world, natural image datasets, and it is unclear how these same methods might translate to an artificial world with non-natural images. We therefore present MiDaS, a novel large-scale Minecraft dataset featuring 36,000 labeled images across 60 classes. MiDaS contains information about both the blocks in the image, critical to solving the game, as well as auxiliary information such as time of day and biome. Further, we perform an evaluation of various models to benchmark performance on this new dataset. Since RL agents must be capable of learning features without labels, we include benchmarks of various self-supervised learning approaches on the dataset. Our results indicate that self-supervised methods perform best in the linear evaluation paradigm, particularly in low-label settings with a ResNet-based backbone, whereas ImageNet-pretraining assists more in the fine-tuning setting.