CreativeGame:Toward Mechanic-Aware Creative Game Generation
arXiv AIArchived 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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✦ AI Summary· Claude Sonnet
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
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Submission history
From: Yiwei Shi [view email]
[v1] Tue, 21 Apr 2026 19:16:33 UTC (426 KB)
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