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
arXiv:2609.22308v1 Announce Type: new
Abstract: Coding-agent benchmarks usually evaluate implementation after the target behavior has been specified in text, code, or demonstrations. Existing researc...
By Boyu Qiao, Zixin Tang, Xiaoshuai Hao, Wenbo Li
arXiv:2602. 11103v2 Announce Type: replace Abstract: Despite rapid progress on coding agents, progress on their multimodal counterparts has lagged behind.
By Wayne Chi, Yixiong Fang, Arnav Yayavaram, Siddharth Yayavaram, Seth Karten, Qiuhong Anna Wei, Runkun Chen, Alexander Wang, Valerie Chen, Ameet Talwalkar, Chris Donahue
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: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: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
arXiv:2610.08621v1 Announce Type: new
Abstract: Recent game design agents have made substantial progress in generating playable games. However, program correctness does not ensure an enjoyable experi...
By Jiajun Chen, Haoyu Wu, Mingda Jia, Xihui Liu
Kepler is an open‑source harness that represents hypotheses as executable world models and validates them through retrospective transition checks and conditional prediction checks. In the ARC‑AGI‑3 benchmark, a frozen Claude Opus 5 configuration achieved a perfect 100.00 RHAE on all 25 public games without per‑game model selection or score‑conditioned reruns, and matched or outperformed median‑human action counts on 181 of 183 levels. The study also identified three evaluation failures and highlighted that public‑set score alone has limited discriminative value, advocating for first‑attempt, cost‑conditioned, and verification‑aware reporting.
whyItMatters":"The results demonstrate that a purely score‑based evaluation can be misleading, underscoring the need for more rigorous, cost‑aware, and verification‑aware metrics in AI benchmark assessments."
By Wensen Wu
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:2609.16679v1 Announce Type: new
Abstract: Foundation models, alongside advances in learned game-world models, are reshaping AI across the game lifecycle. Beyond playing games, recent systems mo...
By Meng Luo, Yanlin Li, Hao Li, Hongzhan Lin, Pengfei Zhou, Tianjie Ju, Ran Zhang, Yeying Jin, Mong-Li Lee, Wynne Hsu
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
arXiv:2609.36593v1 Announce Type: cross
Abstract: Creating diverse physical simulations remains labor-intensive because assets, layout, physical parameters, motion, control, and rendering must be des...
By Xiaoyu Xiong, Tsun-Hsuan Wang, Yi-Ling Qiao, Tao Du, Minchen Li