Real-Time World Crafting: Generating Structured Game Behaviors from Natural Language with Large Language Models
October 19, 2025 Β· Declared Dead Β· π arXiv.org
"No code URL or promise found in abstract"
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Authors
Austin Drake, Hang Dong
arXiv ID
2510.16952
Category
cs.HC: Human-Computer Interaction
Cross-listed
cs.CL
Citations
0
Venue
arXiv.org
Last Checked
4 months ago
Abstract
We present a novel architecture for safely integrating Large Language Models (LLMs) into interactive game engines, allowing players to "program" new behaviors using natural language. Our framework mitigates risks by using an LLM to translate commands into a constrained Domain-Specific Language (DSL), which configures a custom Entity-Component-System (ECS) at runtime. We evaluated this system in a 2D spell-crafting game prototype by experimentally assessing models from the Gemini, GPT, and Claude families with various prompting strategies. A validated LLM judge qualitatively rated the outputs, showing that while larger models better captured creative intent, the optimal prompting strategy is task-dependent: Chain-of-Thought improved creative alignment, while few-shot examples were necessary to generate more complex DSL scripts. This work offers a validated LLM-ECS pattern for emergent gameplay and a quantitative performance comparison for developers.
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