9 papers
AI Native Games: A Survey and Roadmap
Zhiyue Xu, Fandi Meng, Kaijie Xu +3
Generative AI now enables games to produce dialogue, quests, characters, images, and worlds at runtime. Yet generation alone does not make a game AI-native, nor does it guarantee p…
Deconstructing Open-World Game Mission Design Formula: A Thematic Analysis Using an Action-Block Framework
Kaijie Xu, Yiwei Zhang, Brian Yang +1
Open-world missions often rely on repeated formulas, yet designers lack systematic ways to examine pacing, variation, and experiential balance across large portfolios. We introduce…
How Far Can We Go with Pixels Alone? A Pilot Study on Screen-Only Navigation in Commercial 3D ARPGs
Kaijie Xu, Mustafa Bugti, Clark Verbrugge
Modern 3D game levels rely heavily on visual guidance, yet the navigability of level layouts remains difficult to quantify. Prior work either simulates play in simplified environme…
(Perlin) Noise as AI coordinator
Kaijie Xu, Clark Verbrugge
Large scale control of nonplayer agents is central to modern games, while production systems still struggle to balance several competing goals: locally smooth, natural behavior, an…
High Dimensional Procedural Content Generation
Kaijie Xu, Clark Verbrugge
Procedural content generation (PCG) has made substantial progress in shaping static 2D/3D geometry, while most methods treat gameplay mechanics as auxiliary and optimize only over…
CSP4SDG: Constraint and Information-Theory Based Role Identification in Social Deduction Games with LLM-Enhanced Inference
Kaijie Xu, Fandi Meng, Clark Verbrugge +1
In Social Deduction Games (SDGs) such as Avalon, Mafia, and Werewolf, players conceal their identities and deliberately mislead others, making hidden-role inference a central and d…
Adaptive Visual Navigation Assistant in 3D RPGs
Kaijie Xu, Clark Verbrugge
In complex 3D game environments, players rely on visual affordances to spot map transition points. Efficient identification of such points is important to client-side auto-mapping,…
A Database-Driven Framework for 3D Level Generation with LLMs
Kaijie Xu, Clark Verbrugge
Procedural Content Generation for 3D game levels faces challenges in balancing spatial coherence, navigational functionality, and adaptable gameplay progression across multi-floor…
Generic Guard AI in Stealth Game with Composite Potential Fields
Kaijie Xu, Clark Verbrugge
Guard patrol behavior is central to the immersion and strategic depth of stealth games, while most existing systems rely on hand-crafted routes or specialized logic that struggle t…