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Oct 7Wed
  1. arXiv Game AI47

    Paper proposes Recursive Game Creator, using four recursively iterating components to improve generated game experience

    The paper proposes Recursive Game Creator, an experience-oriented agentic game development framework that uses four components — Designer, Builder, Player and Reviewer — to iterate recursively and push a rough game prototype toward a more replayable work.

    Why it matters: The paper presents the four-component recursive workflow and results on two benchmarks, with 53.2% success rate on strict tasks in GameASG-Bench, a 34.1% improvement over the same-model baseline.

Oct 6Tue
  1. arXiv Game AI31

    SENSE: a state-aware emotion navigation storytelling engine

    The paper proposes SENSE, a state-aware framework for generating playable branching visual novels with multi-track affective navigation. The framework integrates a stateful narrative architecture called MIND, a structural analyzer and a path-aware context management module, and can generate multiple intersecting routes from a small number of high-level inputs while maintaining character consistency and narrative causality. Evaluations using LLM judges, affective metrics and visual evaluation show SENSE outperforms baselines in narrative diversity and asset integration robustness, and initial human playtests show a directional improvement in affective fidelity with comparable fun.

Oct 4Sun
  1. arXiv Game AI39

    Code2Games: enabling coding agents to generate playable game worlds from natural language

    Wei Wu proposes Code2Games, an agent framework that lets coding agents build structured game worlds on top of a Blender world generated from the same game intent. The framework coordinates scene analysis, gameplay planning, constrained game world generation and engine customization through shared scene and gameplay representations, and when adapting to Unreal Engine 5 uses compilation diagnostics, runtime feedback and playtest results for execution-guided refactoring.

    Why it matters: The paper coordinates the generation stages with shared scene and gameplay representations and compares generation quality on a benchmark containing ten fixed game prompts, making it easy to measure against existing approaches.