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
Showing cs.AIShow all

21 papers · 1 filter

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.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.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.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.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.AI2024★ 7 cited

Goals as Reward-Producing Programs

Guy Davidson, Graham Todd, Julian Togelius +2

People are remarkably capable of generating their own goals, beginning with child's play and continuing into adulthood. Despite considerable empirical and computational work on goa…

cs.AI2024★ 2 cited

The Ink Splotch Effect: A Case Study on ChatGPT as a Co-Creative Game Designer

Asad Anjum, Yuting Li, Noelle Law +2

This paper studies how large language models (LLMs) can act as effective, high-level creative collaborators and ``muses'' for game design. We model the design of this study after t…

cs.AI2023

Quality Diversity in the Amorphous Fortress (QD-AF): Evolving for Complexity in 0-Player Games

Sam Earle, M Charity, Dipika Rajesh +2

We explore the generation of diverse environments using the Amorphous Fortress (AF) simulation framework. AF defines a set of Finite State Machine (FSM) nodes and edges that can be…

cs.AI2023

Amorphous Fortress: Observing Emergent Behavior in Multi-Agent FSMs

M Charity, Dipika Rajesh, Sam Earle +1

We introduce a system called Amorphous Fortress -- an abstract, yet spatial, open-ended artificial life simulation. In this environment, the agents are represented as finite-state…

cs.AI2023

Controllable Path of Destruction

Matthew Siper, Sam Earle, Zehua Jiang +2

Path of Destruction (PoD) is a self-supervised method for learning iterative generators. The core idea is to produce a training set by destroying a set of artifacts, and for each d…

cs.AI2023★ 83 cited

Level Generation Through Large Language Models

Graham Todd, Sam Earle, Muhammad Umair Nasir +2

Large Language Models (LLMs) are powerful tools, capable of leveraging their training on natural language to write stories, generate code, and answer questions. But can they genera…