activity
20222026
most citedLarge Language Models and Games: A Survey and Roadmap

122 citations · 257 across the 38 of their papers we have counts for

collaborators

41 papers

cs.AI2026

State Trace Rationale As Auxiliary Task in Reinforcement Learning

Muhammad U. Nasir, Alex Vogt, Steven D. James +1

We propose STRAT, an auxiliary task that trains deep reinforcement learning (RL) agents to predict a short textual trace of their own state. Inspired by human spatial navigation, t…

cs.NE2026

Programmable Cellular Automata

Ahmed Khalifa, Muhammad Umair Nasir, Matthew Siper +2

Cellular automata is a local computation paradigm where complex behavior can arise from local interactions between simple functions. This paradigm has been used to explain many sys…

cs.AI2026

Procedural Content Metageneration via Program Search and Continual Abstraction Discovery

Matthew Siper, Ahmed Khalifa, Julian Togelius

Large language models can generate executable programs, which makes it possible to search directly over procedural content generators rather than individual levels. We study this a…

cs.LG2026

The Time Value of Evolution

Matthew Siper, Ahmed Khalifa, Julian Togelius

In evolutionary search, a weak child can be a valuable ancestor that makes high-fitness regions reachable. Immediate-return control is blind to this delayed utility, penalizing mut…

cs.LG2026

ELMER: Evolutionary Language Model that Explores and Refines

Matthew Siper, Ahmed Khalifa, Julian Togelius

Program evolution can measure whether a mutation helped, but it rarely controls how far the mutation moves in behavior space. Syntactic edit size is an unreliable proxy: a small co…

cs.NE2026

Evolutionary Wave Function Collapse

Dipika Rajesh, Ahmed Khalifa, Julian Togelius

Wave Function Collapse (WFC) is a widely used procedural content generation method that learns local adjacency constraints from example inputs to generate larger outputs. In this p…

cs.LG2026

Continuous Program Search

Matthew Siper, Muhammad Umair Nasir, Ahmed Khalifa +3

Genetic Programming yields interpretable programs, but small syntactic mutations can induce large, unpredictable behavioral shifts, degrading locality and sample efficiency. We fra…

cs.AI2025

Mortar: Evolving Mechanics for Automatic Game Design

Muhammad U. Nasir, Yuchen Li, Steven James +1

We present Mortar, a system for autonomously evolving game mechanics for automatic game design. Game mechanics define the rules and interactions that govern gameplay, and designing…

cs.AI2025

A Markovian Framing of WaveFunctionCollapse for Procedurally Generating Aesthetically Complex Environments

Franklin Yiu, Mohan Lu, Nina Li +5

Procedural content generation often requires satisfying both designer-specified objectives and adjacency constraints implicitly imposed by the underlying tile set. To address the c…

cs.AI2025

Video Game Level Design as a Multi-Agent Reinforcement Learning Problem

Sam Earle, Zehua Jiang, Eugene Vinitsky +1

Procedural Content Generation via Reinforcement Learning (PCGRL) offers a method for training controllable level designer agents without the need for human datasets, using metrics…

cs.AI2025

PuzzleJAX: A Benchmark for Reasoning and Learning

Sam Earle, Graham Todd, Yuchen Li +5

We introduce PuzzleJAX, a GPU-accelerated puzzle game engine and description language designed to support rapid benchmarking of tree search, reinforcement learning, and LLM reasoni…

cs.AI2025

All Stories Are One Story: Emotional Arc Guided Procedural Game Level Generation

Yunge Wen, Chenliang Huang, Hangyu Zhou +5

The emotional arc is a universal narrative structure underlying stories across cultures and media -- an idea central to structuralist narratology, often encapsulated in the phrase…

cs.AI2025

GVGAI-LLM: Evaluating Large Language Model Agents with Infinite Games

Yuchen Li, Cong Lin, Muhammad Umair Nasir +3

We introduce GVGAI-LLM, a video game benchmark for evaluating the reasoning and problem-solving capabilities of large language models (LLMs). Built on the General Video Game AI fra…

cs.AI2025

ScriptDoctor: Automatic Generation of PuzzleScript Games via Large Language Models and Tree Search

Sam Earle, Ahmed Khalifa, Muhammad Umair Nasir +4

There is much interest in using large pre-trained models in Automatic Game Design (AGD), whether via the generation of code, assets, or more abstract conceptualization of design id…

cs.AI2025

Enhancing Player Enjoyment with a Two-Tier DRL and LLM-Based Agent System for Fighting Games

Shouren Wang, Zehua Jiang, Fernando Sliva +2

Deep reinforcement learning (DRL) has effectively enhanced gameplay experiences and game design across various game genres. However, few studies on fighting game agents have focuse…

cs.CL2025★ 1 cited

Word2Minecraft: Generating 3D Game Levels through Large Language Models

Shuo Huang, Muhammad Umair Nasir, Steven James +1

We present Word2Minecraft, a system that leverages large language models to generate playable game levels in Minecraft based on structured stories. The system transforms narrative…

cs.AI2025

Amorphous Fortress Online: Collaboratively Designing Open-Ended Multi-Agent AI and Game Environments

M Charity, Mayu Wilson, Steven Lee +3

This work introduces Amorphous Fortress Online -- a web-based platform where users can design petri-dish-like environments and games consisting of multi-agent AI characters. Users…

cs.AI2025★ 1 cited

PCGRLLM: Large Language Model-Driven Reward Design for Procedural Content Generation Reinforcement Learning

In-Chang Baek, Sung-Hyun Kim, Sam Earle +4

Reward design plays a pivotal role in the training of game AIs, requiring substantial domain-specific knowledge and human effort. In recent years, several studies have explored rew…

cs.CL2024

GameTraversalBenchmark: Evaluating Planning Abilities Of Large Language Models Through Traversing 2D Game Maps

Muhammad Umair Nasir, Steven James, Julian Togelius

Large language models (LLMs) have recently demonstrated great success in generating and understanding natural language. While they have also shown potential beyond the domain of na…

cs.LG2024

PCGRL+: Scaling, Control and Generalization in Reinforcement Learning Level Generators

Sam Earle, Zehua Jiang, Julian Togelius

Procedural Content Generation via Reinforcement Learning (PCGRL) has been introduced as a means by which controllable designer agents can be trained based only on a set of computab…

cs.AI2024

Autoverse: An Evolvable Game Language for Learning Robust Embodied Agents

Sam Earle, Julian Togelius

We introduce Autoverse, an evolvable, domain-specific language for single-player 2D grid-based games, and demonstrate its use as a scalable training ground for Open-Ended Learning…

cs.AI2024

Making New Connections: LLMs as Puzzle Generators for The New York Times' Connections Word Game

Tim Merino, Sam Earle, Ryan Sudhakaran +2

The Connections puzzle is a word association game published daily by The New York Times (NYT). In this game, players are asked to find groups of four words that are connected by a…

cs.AI2024

GAVEL: Generating Games Via Evolution and Language Models

Graham Todd, Alexander Padula, Matthew Stephenson +3

Automatically generating novel and interesting games is a complex task. Challenges include representing game rules in a computationally workable form, searching through the large s…

cs.CL2024★ 1 cited

Word2World: Generating Stories and Worlds through Large Language Models

Muhammad U. Nasir, Steven James, Julian Togelius

Large Language Models (LLMs) have proven their worth across a diverse spectrum of disciplines. LLMs have shown great potential in Procedural Content Generation (PCG) as well, but d…