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Using Unity to Help Solve Reinforcement Learning
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Introduces United Unity Universe (U3), an open-source Unity-based toolkit for procedurally generating XLand-style 3D RL environments, plus OpenXLand datasets and a SAC baseline.
Problem
Open-source environments for open-ended, procedurally generated 3D RL and meta-RL are limited in scope and controllability, while XLand and XLand 2.0 are not open-source.
Approach
A Unity-based ecosystem with wave-function-collapse world generation and an extensible production-rule system (conjunctive conditions, extra actions and objects) that reimplements XLand 2.0 as OpenXLand, with two-way Unity-Python communication for dynamic curricula.
Key results
- SAC trained for 75M steps on a single easy task reaches higher episodic return than a random agent, but shows minimal improvement over random on the full easy dataset.
- Throughput increases with the number of parallel Unity instances before saturating; larger CPU core counts raise saturation point.
- Six million pre-generated worlds and production-rule instances are released, claimed to span 36 trillion unique environment combinations.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Train SAC on a single easy task for 75 million environment steps | SAC in OpenXLand · Single easy environment | episodic return | Helped |
| Train SAC across tasks, changing the task each episode | SAC in OpenXLand · Easy dataset | episodic return | No clear effect |
| Train SAC across tasks, changing the task each episode | SAC in OpenXLand · Medium dataset | reward collection | Hurt |
| Increase environment size from 10x105 to 200x10x5 | U3 · Unity environment performance scaling | script time (ms): 3.04 -> 6.77 | Hurt |
| Increase production objects from 3 to 300 | U3 · 10x10x5 environment, 2 production rules | script time (ms): 3.04 -> 65.29 | Hurt |
| Increase production rules from 2 to 2000 | U3 · 10x10x5 environment, 3 production objects | script time (ms): 3.04 -> 10.44 | Hurt |
| Increase world difficulty from Easy to Hard | OpenXLand · Environment generation | average environment generation time (ms): 0.6 -> 172.8 | Hurt |
Surprising findings
- SAC shows minimal improvement over a random agent when trained on the full easy dataset, and random agents earn no reward on medium datasets.
Limitations
- Installing and running Unity is nontrivial and hampers reproducibility; a Docker environment is planned.
- Missing features such as the 'see' condition, passing active rules to the agent, and teacher models/auto-curricula.
- Compute cost of training agents in Unity is high relative to gridworld alternatives.
Experimental setup
Datasets: OpenXLand procedurally generated worlds OpenXLand production rules
Benchmarks: OpenXLand easy_low / short_few OpenXLand medium datasets
Metrics: episodic return 20th percentile normalized return steps per second (SPS)
Baselines: Soft Actor-Critic random agent
Builds on: XLand XLand 2.0 Wave Function Collapse Unity ML-Agents MemoryMaze
Closest papers by meaning
- XLand-MiniGrid: Scalable Meta-Reinforcement Learning Environments in JAX (NeurIPS 2024 · similarity 0.85)
- XLand-100B: A Large-Scale Multi-Task Dataset for In-Context Reinforcement Learning (ICLR 2025 · similarity 0.85)
- Jumanji: a Diverse Suite of Scalable Reinforcement Learning Environments in JAX (ICLR 2024 · similarity 0.85)
- Uni-RLHF: Universal Platform and Benchmark Suite for Reinforcement Learning with Diverse Human Feedback (ICLR 2024 · similarity 0.84)
- Craftax: A Lightning-Fast Benchmark for Open-Ended Reinforcement Learning (ICML 2024 · similarity 0.84)
- Uni-O4: Unifying Online and Offline Deep Reinforcement Learning with Multi-Step On-Policy Optimization (ICLR 2024 · similarity 0.84)
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