arXiv AI

GUI Agents for Continual Game Generation

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.

arXiv AI
Oct 1

A2Z GameSpec-Bench: How Faithfully Can Coding Agents Generate Games from Game Design Specifications?

A2Z GameSpec-Bench introduces a benchmark of 100 long‑form Game Design Documents (GDDs) to evaluate how faithfully coding agents can generate complete games from detailed specifications. The benchmark measures faithfulness by checking that the game satisfies the GDD requirements and preserves the relationships among them, using a dependency‑aware contract and a combination of source‑code inspection and agent‑generated test policies. Evaluations show that current agents struggle to meet interdependent requirements, but requirement‑specific feedback improves GDD fidelity by 10.9% after two revision rounds.

By Seonho Lee, Wonryeol Jeong, Alberto Cereser, Inha Kang, Hyeonjong Kim, Seungmin Kwak, Dongmin Park
arXiv Computation and Language
Sep 21

RecreationWorld: Scalable and Verifiable Environments for Hybrid Computer-Use Agents

arXiv:2609.22000v1 Announce Type: new Abstract: Computer-use agents (CUAs) have advanced along two separate lines: graphical interaction and software development through code and the command line. Re...

By Shuai Bai, Jiayong Deng, Yikun Fu, Chang Gao, Xuhao Hu, Mianqiu Huang, Yizhen Jiang, Yuheng Jing, Dehui Kong, Keliang Li, Ning Li, Wanli Li, Dayiheng Liu, Dunjie Lu, Changwei Luo, Que Shen, Zheyuan Wang, Zijian Wang, Jie Wu, Gao Wu, Zhihui Xie, Rui Xie, Haiyang Xu, An Yang, Jiakang Yuan, Yanming Zhang, Jiajun Zhang, Xi Zhang, Zhenru Zhang, Zhuo Zhen, Mingkang Zhu, Bowen Zhou
arXiv AI
1d ago

SWE-Game: Can Coding Agents Build the Games We Want?

SWE-Game is a benchmark comprising 247 tasks based on 41 Godot games across 13 gameplay categories, testing coding agents on tasks such as brief-to-game, design-document implementation, skeleton completion, fault repair, and Godot-to-Unity porting. Evaluation uses engine-state checks, replay of certified reference inputs, and agent-authored demonstrations to judge mechanic correctness, playability, and post-repair behavior, supplemented by vision‑language rubrics for presentation. Across six models, Opus5 leads but overall scores stay below 60/100, highlighting common issues like omitted requirements and gameplay logic errors.

By Xiaoyu Chen, Lai Wei, Jin Wang, Xiangyu Zou, Ruochen Fan, Enze Luo, Mingzhe Yao, Jiahui Zhu, Yuhua Wen, Linghe Kong, Weiran Huang
arXiv AI
Sep 17

Compiled Agency: Frontier General-Purpose Coding Agents Build Winning Game Players from Bare Interaction - from Flappy Bird to StarCraft II and Civilization

The paper introduces Gauntlet, a framework that lets large language models autonomously build game-playing agents from a bare contract—just a game description, raw observation/action interface, and an empty policy file. In a single session, the model experiments with the game, compiles a standalone controller, and the resulting program is evaluated on held‑out instances without further model calls. The authors demonstrate that these compiled agents can win full‑scale games such as StarCraft II and Civilization, marking the first time a language‑agent system has achieved standalone victory in such complex titles.

By Joey Xiao, Haonan Huang
arXiv AI
Sep 21

GameLogicBench: Evaluating Coding Agents on Runtime Game Logic with Tick-Level State Assertions

arXiv:2609.21562v1 Announce Type: cross Abstract: Coding agents can modify and test code across large software projects. Game development is a domain where agents must implement gameplay rules. A gam...

By Xinyu Che, Yunfei Ge, Shihao Li, Yanchen Liu, Hang Yan, Xinping Lei, Yanghai Wang, Zixuan Dong, Yifan Yao, Qianqian Xie, Letian Zhu, Jiaheng Liu
arXiv AI
1d ago

GAMEGO: Training Game-Dev Agents with Synthetic Trajectories Anchored in Real-World Assets

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