Abstract

Generalizing deep reinforcement learning agents to unseen environments remains a significant challenge. One promising solution is Unsupervised Environment Design (UED), a co-evolutionary framework in which a teacher adaptively generates tasks with high learning potential, while a student learns a robust policy from this evolving curriculum. Existing UED methods typically measure learning potential via regret—the gap between optimal and current performance—approximated solely by value-function loss. Building on these approaches, we introduce the transition prediction error as an additional term in our regret approximation. To capture how training on one task affects performance on others, we further propose a lightweight metric called co-learnability. By combining these two measures, we present Transition-aware Regret Approximation with Co-learnability for Environment Design (TRACED). Empirical evaluations show that TRACED yields curricula that improve zero-shot generalization across multiple benchmarks while requiring up to 2× fewer environment interactions than strong baselines. Ablation studies confirm that the transition prediction error drives rapid complexity ramp-up, and that co-learnability delivers additional gains when paired with the transition prediction error. These results demonstrate how refined regret approximation and explicit modeling of task relationships can be leveraged for sample-efficient curriculum design in UED.

Contributions

In this paper, we introduced Unsupervised Environment Design (UED) method with two key components:

  1. An explicit transition prediction error term for regret approximation.
  2. A lightweight Co-Learnability metric that captures cross-task transfer effects.

By integrating these into the standard generator-replay loop, TRACED produces curricula that escalate environment complexity in tandem with agent learning.

Zero-shot Generalization on MiniGrid

Performance Results

Aggregated_MG

Zero-Shot Transfer Performance in MiniGrid. Aggregated solved rates on held-out MiniGrid mazes after 10k and 20k PPO updates, reported as median, IQM, mean, and optimality gap. TRACED at 10k updates (red) matches or outperforms DR (orange), PLR (green), and ACCEL (blue) at 20k updates. Bars show results averaged over 10 random seeds.

Agent Trajectory Visualizations on MiniGrid

Room Navigation

FourRooms-v0

Four rooms navigation

SixteenRooms-v0

Sixteen rooms navigation

SixteenRoomsFewerDoors-v0

Sixteen rooms with fewer doors

Corridor Navigation

SimpleCrossingS9N1-v0

Simple crossing navigation

SmallCorridor-v0

Small corridor navigation

LargeCorridor-v0

Large corridor navigation

Complex Maze Navigation

Labyrinth-v0

Labyrinth navigation

Labyrinth2-v0

Labyrinth 2 navigation

PerfectMazeMedium-v0

Perfect maze medium navigation

Maze-v0

Maze navigation

Maze2-v0

Maze 2 navigation

Maze3-v0

Maze 3 navigation

TRACED enables efficient path planning and robust generalization to challenging maze environments, as demonstrated by the agent's successful navigation to the goal (green).

Zero-shot Generalization on BipedalWalker

Performance Results

Aggregated_BW

Aggregate zero-shot performance on six held-out BipedalWalker terrains after 10k and 20k PPO updates. All scores are normalized by the maximum return of 300 in the BipedalWalker domain. From left to right: median, IQM, mean, and optimality gap (lower is better), computed with the rliable library. TRACED at 10k updates (pink) matches or exceeds ACCEL-CENIE at 20k updates (purple) across all metrics. Bars show results averaged over 5 random seeds.

Agent Trajectory Visualizations on BipedalWalker

BipedalWalker-v3

BipedalWalker-v3

Hardcore-v3

BipedalWalker Hardcore

Roughness-v0

BipedalWalker-v3

StumpHeight-v0

BipedalWalker Hardcore

Stairs-v0

BipedalWalker-v3

PitGap-v0

BipedalWalker Hardcore

Illustrations of zero-shot rollouts in BipedalWalker environments. The agent dynamically modulates joint torques to ascend and descend steps, leap over gaps, step onto stumps, and maintain balance on uneven ground, confirming TRACED’s effectiveness in teaching transferrable locomotion skills.

Visualization of Level Evolution

MiniGrid

Evolving MG

BipedalWalker

Evolving BW

Left: The visualization of how the Minigrid environment evolves as the number of blocks increases. Each step of the evolutionary process produces an edited level that has a high learning efficiency.

Right: The visualization of the level evolving progression in the BipedalWalker environment. In this example, starting with plain terrain, the pits are created and their number increases, then the roughness increases, then stairs and stumps are created and their number, width, and height increase. This progress is automatically designed by our TRACED algorithm.