arXiv AI By Emily Halina, Matthew Guzdial

Representing and Generating Levels Over Time through Playtrace Reconstructive Partitioning

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

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arXiv AI
Sep 15

The Garden of Forking Paths: Threading Narrative Archetype as a Semantic Signal Through Gameplay Planning

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 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 Machine Learning
Sep 22

OpenBlock: Constructive and Verified Content Generation for Adaptive Tile-Matching Games

OpenBlock is an open, adaptive tile‑matching platform that uses a dual‑track content‑generation system: a deterministic rule‑based generator and an optional learned generator, both verified to ensure every piece set is fully placeable. A self‑play reinforcement‑learning agent diagnoses that long‑bar pieces become largely unplaceable at high board fill, indicating board‑state degeneration rather than difficulty drives late‑game failure. In live play, the learned track improves day‑1 retention by 1.8 percentage points and session duration by 7% compared to the rule track alone.

By Jiang Jun