Zehua Jiang

Zehua Jiang

I am a PhD candidate in Computer Science and Engineering at New York University, advised by Prof. Julian Togelius at the NYU Game Innovation Lab. Before that I earned an M.S. in Electrical Engineering at New York University and a B.S. in Optoelectronic Information Science and Engineering at Sun Yat-sen University, including an exchange semester at UC Berkeley.

I study how agents build playable game levels from design goals by learning through game interaction, reusing pretrained knowledge, and choosing generation tools. My work spans reinforcement learning, open-ended generation from natural language, and reliable local language models, supporting both game creation and agent training. Earlier I worked on synthetic fingerprints and irises.

Outside research I am a traveler, photographer and video editor.

Pronunciation “Ze-hua Jiang” — zuh-hwa jahng (You can also call me Z)

Thesis Learning and Adapting Agents for Procedural Content Generation · advised by Julian Togelius

Portrait of Zehua Jiang
Zehua Jiang

Research

From learned editors to tool-using agents

These projects explore reinforcement learning for controllable level generation and generalization across maps, open-ended generation from natural-language requests, and reliable execution with local language models.

  1. 01

    Learning Controllable 3D Level Generators

    Zehua Jiang, Sam Earle, Michael Cerny Green, Julian Togelius

    Extends PCGRL to Minecraft tasks with jumping and gravity. Editing policies learn structures such as staircases from task feedback and adapt them to different fixed-door configurations, without authored level examples. Control is stronger for shorter path targets and remains limited for jump counts and large vertical separations.

    X / Twitter
    BibTeX
    @inproceedings{jiang20223DPCG,
    author = {Jiang, Zehua and Earle, Sam and Green, Michael and Togelius, Julian},
    title = {Learning Controllable 3D Level Generators},
    year = {2022},
    isbn = {9781450397957},
    publisher = {Association for Computing Machinery},
    address = {New York, NY, USA},
    url = {https://doi.org/10.1145/3555858.3563273},
    doi = {10.1145/3555858.3563273},
    abstract = {Procedural Content Generation via Reinforcement Learning (PCGRL) foregoes the need for large human-authored data-sets and allows agents to train explicitly on functional constraints, using computable, user-defined measures of quality instead of target output. We explore the application of PCGRL to 3D domains, in which content-generation tasks naturally have greater complexity and potential pertinence to real-world applications. Here, we introduce several PCGRL tasks for the 3D domain, Minecraft. These tasks will challenge RL-based generators using affordances often found in 3D environments, such as jumping, multiple dimensional movement, and gravity. We train agents to optimize each of these tasks to explore the capabilities of existing in PCGRL. The agents are able to generate relatively complex and diverse levels, and generalize to random initial states and control targets. Controllability tests in the presented tasks demonstrate their utility to analyze success and failure for 3D generators. We argue that these generators could serve both as co-creative tools for game designers, and as pre-trained environment generators in curriculum learning for player agents.},
    booktitle = {Proceedings of the 17th International Conference on the Foundations of Digital Games},
    articleno = {71},
    numpages = {9},
    location = {Athens, Greece},
    series = {FDG '22}
    }

    Learned 3D level generation in Minecraft.

  2. 02

    Scaling, Control and Generalization in Reinforcement Learning Level Generators

    Sam Earle, Zehua Jiang, Julian Togelius

    We introduce a JAX implementation that parallelizes simulation and learning on the GPU, removing CPU–GPU transfer overhead to substantially accelerate training and enable experiments with one billion timesteps. We also introduce randomized map shapes and fixed key-tile positions for greater control, and show how local observations improve generalization to unseen maps.

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    BibTeX
    @INPROCEEDINGS{earle2024pcgrl+,
      author={Earle, Sam and Jiang, Zehua and Togelius, Julian},
      booktitle={2024 IEEE Conference on Games (CoG)},
      title={Scaling, Control and Generalization in Reinforcement Learning Level Generators},
      year={2024},
      volume={},
      number={},
      pages={1-8},
      keywords={Training;Measurement;Procedural generation;Limiting;Shape;Layout;Graphics processing units;procedural content generation;reinforcement learning},
      doi={10.1109/CoG60054.2024.10645598}
    }

    PCGRL+ edits a dungeon step by step and generates levels across six map shapes. Select a small animation to enlarge it.

  3. 03

    Video Game Level Design as a Multi-Agent Reinforcement Learning Problem

    Sam Earle, Zehua Jiang, Eugene Vinitsky, Julian Togelius

    We formulate level generation as a cooperative multi-agent reinforcement learning problem, with agents jointly editing a shared level. Multiple edits share each reward computation, reducing evaluation overhead. Experiments show improved generation efficiency and generalization to unseen map shapes.

    BibTeX
    @article{earle2025multiagentpcgrl,
        title={Video Game Level Design as a Multi-Agent Reinforcement Learning Problem},
        volume={21},
        url={https://ojs.aaai.org/index.php/AIIDE/article/view/36807},
        DOI={10.1609/aiide.v21i1.36807},
        abstractNote={Procedural Content Generation via Reinforcement Learning (PCGRL) offers a method for training controllable level designer agents without the need for human datasets, using metrics that serve as proxies for level quality as rewards. Existing PCGRL research focuses on single generator agents, but are bottlenecked by the need to frequently recalculate heuristics of level quality and the agent’s need to navigate around potentially large maps. By framing level generation as a multi-agent problem, we mitigate the efficiency bottleneck of single-agent PCGRL by reducing the number of reward calculations relative to the number of agent actions. We also find that multi-agent level generators are better able to generalize to out-of-distribution map shapes, which we argue is due to the generators’ learning more local, modular design policies. We conclude that treating content generation as a distributed, multi-agent task is beneficial for generating functional artifacts at scale.},
        number={1},
        journal={Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment},
        author={Earle, Sam and Jiang, Zehua and Vinitsky, Eugene and Togelius, Julian},
        year={2025},
        month={Nov.},
        pages={32-42}
    }

    Multiple agents cooperatively edit a shared Dungeon level, including a 20-agent generation episode.

  4. 06

    Making generation cheaper while keeping control

    Adapting small models

    Exploring whether language models with fewer than four billion parameters can reliably generate and revise levels, bringing natural-language PCG to edge devices with limited memory and compute.

    Reusable level pieces

    Discovering reusable level pieces with diverse functional properties, such as jump patterns, enemy encounters, and item collection. We aim to turn these pieces into generation tools and explore how construction strategies from larger models can be captured in reusable components.

    Player agents for richer feedback

    Developing compact player agents that evaluate levels through gameplay, providing richer feedback on requested behaviors and helping generators produce more varied, playable content.

Full list on Google Scholar.

News

Recent

Education

2022 – 2027
Ph.D., Computer Science & Engineering · New York University (expected Jan 2027)
2021 – 2022
M.S., Electrical Engineering · New York University
2016 – 2020
B.S., Optoelectronic Information Science & Engineering · Sun Yat-sen University (exchange at UC Berkeley, 2019)

Industry

2025
Webull Financial, Research Intern. LLM agents for querying and editing cash journal entries in natural language, and for summarizing trading activity.
2024
Tencent Morefun Studio, Research Intern. F.A.C.U.L., an LLM-driven FPS teammate that cooperates with players.
2020 – 2021
Geek+, Algorithm Intern. Multi-robot task assignment for automated warehouses.

Teaching & service

  • Student Adjunct Instructor, NYU Game Design, CS-GY 6553 / CS-UY 4553 (Spring 2025, 2026); Head TA (Fall 2024, 2025); TA (Spring 2023)
  • Teaching Assistant, CS-GY 6063 Software Engineering I, NYU (Fall 2025)
  • Co-organizer and Chair, Special Session on Games, IEEE WCCI 2024
  • Reviewer (50+ papers): IEEE Transactions on Games, Knowledge-Based Systems, GECCO, CoG, WCCI, AIIDE