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 game engine


90% Faster, 100% Code-Free: MLLM-Driven Zero-Code 3D Game Development

Yang, Runxin, Wan, Yuxuan, Li, Shuqing, Lyu, Michael R.

arXiv.org Artificial Intelligence

Developing 3D games requires specialized expertise across multiple domains, including programming, 3D modeling, and engine configuration, which limits access to millions of potential creators. Recently, researchers have begun to explore automated game development. However, existing approaches face three primary challenges: (1) limited scope to 2D content generation or isolated code snippets; (2) requirement for manual integration of generated components into game engines; and (3) poor performance on handling interactive game logic and state management. While Multimodal Large Language Models (MLLMs) demonstrate potential capabilities to ease the game generation task, a critical gap still remains in translating these outputs into production-ready, executable game projects based on game engines such as Unity and Unreal Engine. To bridge the gap, this paper introduces UniGen, the first end-to-end coordinated multi-agent framework that automates zero-coding development of runnable 3D games from natural language requirements. Specifically, UniGen uses a Planning Agent that interprets user requirements into structured blueprints and engineered logic descriptions; after which a Generation Agent produces executable C# scripts; then an Automation Agent handles engine-specific component binding and scene construction; and lastly a Debugging Agent provides real-time error correction through conversational interaction. We evaluated UniGen on three distinct game prototypes. Results demonstrate that UniGen not only democratizes game creation by requiring no coding from the user, but also reduces development time by 91.4%. We release UniGen at https://github.com/yxwan123/UniGen. A video demonstration is available at https://www.youtube.com/watch?v=xyJjFfnxUx0.


Multi-Actor Generative Artificial Intelligence as a Game Engine

Vezhnevets, Alexander Sasha, Matyas, Jayd, Cross, Logan, Paglieri, Davide, Chang, Minsuk, Cunningham, William A., Osindero, Simon, Isaac, William S., Leibo, Joel Z.

arXiv.org Artificial Intelligence

Generative AI can be used in multi-actor environments with purposes ranging from social science modeling to interactive narrative and AI evaluation. Supporting this diversity of use cases -- which we classify as Simulationist, Dramatist, and Evaluationist -- demands a flexible scenario definition framework. We argue here that a good approach is to take inspiration from tabletop role-playing games (TTRPGs), where a Game Master (GM) is responsible for the environment and generates all parts of the story not directly determined by the voluntary actions of player characters. We argue that the Entity-Component architectural pattern is useful here. In such a system, the GM is not a hardcoded computer game but is itself a configurable entity, composed of components just like any other actor. By design, the approach allows for a separation between the underlying implementation details handled by an engineer, the creation of reusable components, and their composition and configuration managed by a designer who constructs entities from the components. This separation of concerns is instrumental for achieving rapid iteration, maintaining modularity, and ultimately to ensure scalability. We describe the ongoing evolution of the Concordia library in terms of this philosophy, demonstrating how it allows users to effectively configure scenarios that align with their specific goals.


STORY2GAME: Generating (Almost) Everything in an Interactive Fiction Game

Zhou, Eric, Basavatia, Shreyas, Siam, Moontashir, Chen, Zexin, Riedl, Mark O.

arXiv.org Artificial Intelligence

We introduce STORY2GAME, a novel approach to using Large Language Models to generate text-based interactive fiction games that starts by generating a story, populates the world, and builds the code for actions in a game engine that enables the story to play out interactively. Whereas a given set of hard-coded actions can artificially constrain story generation, the ability to generate actions means the story generation process can be more open-ended but still allow for experiences that are grounded in a game state. The key to successful action generation is to use LLM-generated preconditions and effects of actions in the stories as guides for what aspects of the game state must be tracked and changed by the game engine when a player performs an action. We also introduce a technique for dynamically generating new actions to accommodate the player's desire to perform actions that they think of that are not part of the story. Dynamic action generation may require on-the-fly updates to the game engine's state representation and revision of previously generated actions. We evaluate the success rate of action code generation with respect to whether a player can interactively play through the entire generated story.


Quantitative Evaluation of Quantum/Classical Neural Network Using a Game Solver Metric

Kamei, Suzukaze, Kawaguchi, Hideaki, Nishio, Shin, Satoh, Tatakahiko

arXiv.org Artificial Intelligence

To evaluate the performance of quantum computing systems relative to classical counterparts and explore the potential for quantum advantage, we propose a game-solving benchmark based on Elo ratings in the game of tic-tac-toe. We compare classical convolutional neural networks (CNNs), quantum convolutional neural networks (QCNNs), and hybrid classical-quantum models by assessing their performance against a random-move agent in automated matches. Additionally, we implement a QCNN integrated with quantum communication and evaluate its performance to quantify the overhead introduced by noisy quantum channels. Our results show that the classical-quantum hybrid model achieves Elo ratings comparable to those of classical CNNs, while the standalone QCNN underperforms under current hardware constraints. The communication overhead was found to be modest. These findings demonstrate the viability of using game-based benchmarks for evaluating quantum computing systems and suggest that quantum communication can be incorporated with limited impact on performance, providing a foundation for future hybrid quantum applications.


Unreal-MAP: Unreal-Engine-Based General Platform for Multi-Agent Reinforcement Learning

Hu, Tianyi, Fu, Qingxu, Pu, Zhiqiang, Wang, Yuan, Qiu, Tenghai

arXiv.org Artificial Intelligence

In this paper, we propose Unreal Multi-Agent Playground (Unreal-MAP), an MARL general platform based on the Unreal-Engine (UE). Unreal-MAP allows users to freely create multi-agent tasks using the vast visual and physical resources available in the UE community, and deploy state-of-the-art (SOTA) MARL algorithms within them. Unreal-MAP is user-friendly in terms of deployment, modification, and visualization, and all its components are open-source. We also develop an experimental framework compatible with algorithms ranging from rule-based to learning-based provided by third-party frameworks. Lastly, we deploy several SOTA algorithms in example tasks developed via Unreal-MAP, and conduct corresponding experimental analyses. We believe Unreal-MAP can play an important role in the MARL field by closely integrating existing algorithms with user-customized tasks, thus advancing the field of MARL.


RPGBENCH: Evaluating Large Language Models as Role-Playing Game Engines

Yu, Pengfei, Shen, Dongming, Meng, Silin, Lee, Jaewon, Yin, Weisu, Cui, Andrea Yaoyun, Xu, Zhenlin, Zhu, Yi, Shi, Xingjian, Li, Mu, Smola, Alex

arXiv.org Artificial Intelligence

We present RPGBench, the first benchmark designed to evaluate large language models (LLMs) as text-based role-playing game (RPG) engines. RPGBench comprises two core tasks: Game Creation (GC) and Game Simulation (GS). In GC, an LLM must craft a valid and playable RPG world using a structured event-state representation, ensuring logical coherence and proper termination conditions. In GS, the LLM simulates interactive gameplay across multiple rounds while consistently updating states and enforcing game rules. To comprehensively assess performance, RPGBench integrates objective and subjective evaluation methodologies. Objective measures verify adherence to event mechanics and check variable updates without requiring human intervention. Subjective measures, such as content interestingness, action quality, and role-playing capability, are evaluated via an LLM-as-a-judge framework, where a strong LLM grades each candidate's outputs. Empirical results demonstrate that state-of-the-art LLMs can produce engaging stories but often struggle to implement consistent, verifiable game mechanics, particularly in long or complex scenarios. By combining structured, rule-based assessments with LLM-based judgments, RPGBench provides a new standard for evaluating how well LLMs can balance creativity, coherence, and complexity in text-based RPGs, opening avenues for more immersive and controllable interactive storytelling.


Exploring Flexible Scenario Generation in Godot Simulator

Peraltai, Daniel, Qin, Xin

arXiv.org Artificial Intelligence

Cyber-physical systems (CPS) combine cyber and physical components engineered to make decisions and interact within dynamic environments. Ensuring the safety of CPS is of great importance, requiring extensive testing across diverse and complex scenarios. To generate as many testing scenarios as possible, previous efforts have focused on describing scenarios using formal languages to generate scenes. In this paper, we introduce an alternative approach: reconstructing scenes inside the open-source game engine, Godot. We have developed a pipeline that enables the reconstruction of testing scenes directly from provided images of scenarios. These reconstructed scenes can then be deployed within simulated environments to assess a CPS. This approach offers a scalable and flexible solution for testing CPS in realistic environments.


A Toolkit for Virtual Reality Data Collection

Rolff, Tim, Hypki, Niklas, Lappe, Markus, Steinicke, Frank

arXiv.org Artificial Intelligence

Due to the still relatively low number of users, acquiring large-scale and multidimensional virtual reality datasets remains a significant challenge. Consequently, VR datasets comparable in size to state-of-the-art collections in natural language processing or computer vision are rare or absent. However, the availability of such datasets could unlock groundbreaking advancements in deep-learning, psychological modeling, and data analysis in the context of VR. In this paper, we present a versatile data collection toolkit designed to facilitate the capturing of extensive VR datasets. Our toolkit seamlessly integrates with any device, either directly via OpenXR or through the use of a virtual device. Additionally, we introduce a robust data collection pipeline that emphasizes ethical practices (e.g., ensuring data protection and regulation) and ensures a standardized, reproducible methodology.


Evaluating Creativity and Deception in Large Language Models: A Simulation Framework for Multi-Agent Balderdash

Hejabi, Parsa, Rahmati, Elnaz, Ziabari, Alireza S., Golazizian, Preni, Thomason, Jesse, Dehghani, Morteza

arXiv.org Artificial Intelligence

Large Language Models (LLMs) have shown impressive capabilities in complex tasks and interactive environments, yet their creativity remains underexplored. This paper introduces a simulation framework utilizing the game Balderdash to evaluate both the creativity and logical reasoning of LLMs. In Balderdash, players generate fictitious definitions for obscure terms to deceive others while identifying correct definitions. Our framework enables multiple LLM agents to participate in this game, assessing their ability to produce plausible definitions and strategize based on game rules and history. We implemented a centralized game engine featuring various LLMs as participants and a judge LLM to evaluate semantic equivalence. Through a series of experiments, we analyzed the performance of different LLMs, examining metrics such as True Definition Ratio, Deception Ratio, and Correct Guess Ratio. The results provide insights into the creative and deceptive capabilities of LLMs, highlighting their strengths and areas for improvement. Specifically, the study reveals that infrequent vocabulary in LLMs' input leads to poor reasoning on game rules and historical context (https://github.com/ParsaHejabi/Simulation-Framework-for-Multi-Agent-Balderdash).


Unity mounts a comeback with launch of Unity 6 game engine

Engadget

Unity has released the latest version of its engine for developing games and interactive experiences. Unity 6 has new workflows for creating online multiplayer games and more tools for projects intended for mobile platforms, including mobile web support for Android and iOS browsers. The engine promises improved performance, particularly in graphics rendering, and adds several features for creating more realistic environments via global lighting and other VFX. And it wouldn't be a tech announcement without some AI component; the company has also released the latest version of its Sentis neural network inference library for using AI models within the Unity engine. The company took a real hit to its public perception when it attempted to revise its pricing structure last September.