arXiv:2608.21833v1 Announce Type: new
Abstract: Recent large language models (LLMs) can operate as coding agents that build complete games from natural language requests. Game development is especial...
By Kun Chen, Haorong Hong, Peizhong Gao, Jianfeng Lin, Tongxu Luo, Yuxuan Xie, Chenxu Liu, Jieling He, Zhongyuan Liu, Zeno Zeng
GameGo is a framework that converts short game ideas into detailed Product Requirements Documents using industry practices, enabling coding agents to generate complete games from sparse user queries. It employs dynamic compression to keep essential gameplay constraints while allowing design flexibility. The authors built GameGoData with over 55,000 development trajectories and GameGoBench with 124 game queries, training GameGoCoder to outperform baselines and match leading models on gamedev benchmarks.
By Haoyue Yang, Jingyao Li, Zhengfan Wu, Jing Liu, Xuanle Zhao, Kang Liu
arXiv:2606. 16014v1 Announce Type: cross Abstract: Many games rely on storytelling combined with systems that track levelling, NPC behaviour, and consequence simulation; bridging tightly-authored narrative with deeply-simulated worlds -- most acute in sandbox and open-world settings -- has been prohibitively expensive.
By Yuhang Huang, Chenmiao Li, Chaowei Fang
arXiv:2404. 02039v5 Announce Type: replace Abstract: Game environments provide rich, controllable settings that stimulate many aspects of real-world complexity.
By Sihao Hu, Tiansheng Huang, Gaowen Liu, Ramana Rao Kompella, Fatih Ilhan, Selim Furkan Tekin, Yichang Xu, Zachary Yahn, Ling Liu
arXiv:2609.25001v1 Announce Type: new
Abstract: Modern video games provide a measurable testbed for AI models, combining abilities of visual understanding, instruction decomposition, goal planning, a...
By Yiran Wang, Xingyilang Yin, Junfu Pu, Guangzhi Wang, Kaifeng Li, Mingyu Ouyang, Huiqiang Sun, Lingen Li, Cheng Cheng, Wangbo Yu, Honghao Chen, Xiaodong Cun, Chi-Man Pun, Zhiguo Cao, Ying Shan
The paper introduces Forking Garden, a branching game generation system that threads narrative archetype as a persistent semantic signal throughout the generation pipeline. Narrative progression is modeled with soft Rise/Fall states, guiding the creation of plot nodes, structural constraints, encounter composition, objectives, rewards, and difficulty adaptation. Experiments across ten storylines show that the system produces distinct archetypal trajectories, improves entity diversity, and that Rise/Fall distinctions remain meaningful during play, aiding both narrative understanding and creator interpretation.
By Yunge Wen, Chenliang Huang, Hangyu Zhou, Zhuo Zeng, Yuxuan Weng, Timothy Merino, Julian Togelius, Max Kreminski, Sam Earle
arXiv:2609.09059v1 Announce Type: new
Abstract: While many video-game environments (VGEs) have played crucial roles in advancing reinforcement learning (RL), developing novel VGEs or modifying existi...
By Ryan Truong, Lance Ying, Samuel J. Gershman, Kazuki Irie
Game Arena is an open, continuously expanding platform that evaluates large language models through competitive games, allowing head‑to‑head matchups in structured environments. Unlike static benchmarks, it prevents performance saturation by increasing gameplay difficulty as models improve. The report outlines the infrastructure and presents three pilot games—Chess, Poker, and Werewolf—covering perfect information, imperfect information, and multiplayer settings, and details evaluation metrics and competition results.
By Bovard Doerschuk-Tiberi, Yao Yan, Justin Chiu, Hann Wang, Timothy Chung, Martyna Plomecka, John Schultz, Jon Lipovetz, Clayton Drazner, Yuchen Zhuang, Jaimie Hwang, Nate Keating, Riley Jones, Andrew Lee, Oran Kelly, Ian Gemp, Michael Aaron, Laurel Prince, Kate Larson, Jeff Moser, Harrison Jobe, Chad Woodford, Siqi Liu, Andrew Wang, Bo Chang, Christopher D'Mello, Diane Chaleff, Addison Howard, Johnny Yip, Chuck Sugnet, Antonio Gulli, Meghan O'Connell, Will Cukierski, Nenad Tomasev, Dima Yeroshenko, Kinjal Parekh, Roxanne Daniel, Marc Lanctot, Domino Weir, Elsa Dong, Daniel Hennes, Melissa Nalubwama, Robert Fraser, Ryan Trostle, Jun Peng, Tom Mason, Lloyd Hightower, Chiamaka Chukwuka, Yuexiang Zhai, Phoebe Kirk, Yi Su, Yuting Han, Jie Ren, Chris Prichard, Sahand Sharifzadeh, Karim Hakimzadeh, DJ Sterling, Meg Risdal, Kate Olszewska, Ya Xu, Orhan Firat, Minmin Chen
The paper introduces GUI agents for continual game generation, presenting PlaytestArena—a benchmark of 200 browser-based game-generation tasks with rubrics for in‑play behavior—and Play2Code, an iterative framework where a game agent and a rubric‑blind GUI playtester refine games through shared memory. Play2Code achieves a 66.8% rubric pass rate, surpassing baseline methods by 37.1 and 14.6 points, and shows consistent score improvement across refinement rounds. The study demonstrates that GUI playtesting provides actionable, traceable feedback that can guide interactive code generation.
By Yixu Huang, Bo Li, Na Li, Zhe Wang, Kaijie Chen, Haonan Ge, Qingyi Si, Yuanzhe Shen, Ruihan Yang, Guangjing Wang, Hongcheng Guo
arXiv:2609.14677v1 Announce Type: new
Abstract: Large language models (LLMs) have changed the way people engage with stories. Drawing on public chatbot logs, we can see that when users generate stori...
By Advait Deshmukh, Nora Benedict, Melanie Walsh, Maria Antoniak
We present LingBot-World 2. 0 (also known as LingBot-World-Infinity), an advanced iteration of LingBot-World featuring four distinct upgrades.
arXiv:2609.25652v1 Announce Type: new
Abstract: Recent game world models support realistic visual simulation and interactive gameplay based on player inputs. However, they typically learn environment...
By Zijun Lin, Zhiyang Deng, Yuzhe Wu, Bihan Wen, Yeying Jin