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CreativeGame:Toward Mechanic-Aware Creative Game Generation

arXiv AI Archived Apr 23, 2026 ✓ Full text saved

arXiv:2604.19926v1 Announce Type: new Abstract: Large language models can generate plausible game code, but turning this capability into \emph{iterative creative improvement} remains difficult. In practice, single-shot generation often produces brittle runtime behavior, weak accumulation of experience across versions, and creativity scores that are too subjective to serve as reliable optimization signals. A further limitation is that mechanics are frequently treated only as post-hoc descriptions

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    Computer Science > Artificial Intelligence [Submitted on 21 Apr 2026] CreativeGame:Toward Mechanic-Aware Creative Game Generation Hongnan Ma, Han Wang, Shenglin Wang, Tieyue Yin, Yiwei Shi, Yucong Huang, Yingtian Zou, Muning Wen, Mengyue Yang Large language models can generate plausible game code, but turning this capability into \emph{iterative creative improvement} remains difficult. In practice, single-shot generation often produces brittle runtime behavior, weak accumulation of experience across versions, and creativity scores that are too subjective to serve as reliable optimization signals. A further limitation is that mechanics are frequently treated only as post-hoc descriptions, rather than as explicit objects that can be planned, tracked, preserved, and evaluated during generation. This report presents \textbf{CreativeGame}, a multi-agent system for iterative HTML5 game generation that addresses these issues through four coupled ideas: a proxy reward centered on programmatic signals rather than pure LLM judgment; lineage-scoped memory for cross-version experience accumulation; runtime validation integrated into both repair and reward; and a mechanic-guided planning loop in which retrieved mechanic knowledge is converted into an explicit mechanic plan before code generation begins. The goal is not merely to produce a playable artifact in one step, but to support interpretable version-to-version evolution. The current system contains 71 stored lineages, 88 saved nodes, and a 774-entry global mechanic archive, implemented in 6{,}181 lines of Python together with inspection and visualization tooling. The system is therefore substantial enough to support architectural analysis, reward inspection, and real lineage-level case studies rather than only prompt-level demos. A real 4-generation lineage shows that mechanic-level innovation can emerge in later versions and can be inspected directly through version-to-version records. The central contribution is therefore not only game generation, but a concrete pipeline for observing progressive evolution through explicit mechanic change. Subjects: Artificial Intelligence (cs.AI) Cite as: arXiv:2604.19926 [cs.AI]   (or arXiv:2604.19926v1 [cs.AI] for this version)   https://doi.org/10.48550/arXiv.2604.19926 Focus to learn more Submission history From: Yiwei Shi [view email] [v1] Tue, 21 Apr 2026 19:16:33 UTC (426 KB) Access Paper: HTML (experimental) view license Current browse context: cs.AI < prev   |   next > new | recent | 2026-04 Change to browse by: cs References & Citations NASA ADS Google Scholar Semantic Scholar Export BibTeX Citation Bookmark Bibliographic Tools Bibliographic and Citation Tools Bibliographic Explorer Toggle Bibliographic Explorer (What is the Explorer?) Connected Papers Toggle Connected Papers (What is Connected Papers?) Litmaps Toggle Litmaps (What is Litmaps?) scite.ai Toggle scite Smart Citations (What are Smart Citations?) Code, Data, Media Demos Related Papers About arXivLabs Which authors of this paper are endorsers? | Disable MathJax (What is MathJax?)
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    arXiv AI
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    ◬ AI & Machine Learning
    Published
    Apr 23, 2026
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    Apr 23, 2026
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