arXiv AI By Emily Halina, Matthew Guzdial

Representing and Generating Levels Over Time through Playtrace Reconstructive Partitioning

Read the original on arXiv AI →

arXiv:2607. 12097v1 Announce Type: new Abstract: Video games are a dynamic medium experienced over time.

Summary generated by The Flow from the publisher's feed. The full article lives at arXiv AI.

arXiv AI
Jul 14

MAGIC: Transition-Aware Generation of Navigable Multi-Scene Game Worlds with Large Language Models

arXiv:2607. 11594v1 Announce Type: new Abstract: Multi-scene navigation (clearing an objective in one bounded space and then crossing a portal into the next) is a defining feature of contemporary 3D games, but authoring it is laborious: every portal must have consistent endpoints on both sides, each interior must remain navigable once it is furnished, and the resulting connectivity must be kept consistent across many files.

By Tsz Hei Fan, Choi Wing Fung, Yuxuan Wan, Shuqing Li, Michael R. Lyu
arXiv AI
Jul 3

Evolutionary Wave Function Collapse

arXiv:2607. 02082v1 Announce Type: cross Abstract: Wave Function Collapse (WFC) is a widely used procedural content generation method that learns local adjacency constraints from example inputs to generate larger outputs.

By Dipika Rajesh, Ahmed Khalifa, Julian Togelius
arXiv AI
Aug 7

WorldClaw: Agentic 3D Open-World Generation at Scale

arXiv:2608. 05248v1 Announce Type: new Abstract: Generating large-scale, freely explorable 3D worlds from open-ended text remains challenging because a system must jointly maintain global spatial coherence, rich local content, and explicit assets suitable for downstream editing and reuse.

By Chunchao Guo, Jinpeng Li, Yang Li, Zilong Huang