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GAMEGO:基于真实世界资产的合成轨迹训练游戏开发智能体

GAMEGO: Training Game-Dev Agents with Synthetic Trajectories Anchored in Real-World Assets

Haoyue Yang · Jingyao Li · Zhengfan Wu · Jing Liu · Xuanle Zhao · Kang Liu

中文摘要

大语言模型(LLMs)的最新进展在 Web 前端执行方面展现出突出能力,基于浏览器的游戏生成已成为一个显著前沿。已有工作常依赖复杂的多轮工作流,或专注于静态游戏评估基准,本研究瞄准编码 Agent 主导的端到端真实世界游戏合成。然而,直接从稀疏用户查询生成复杂游戏常迫使编码 Agent 做出未充分指定的假设,产生机制残缺、玩法流程割裂、视觉表现力受限等问题。为解决该问题,本文提出 GameGo,一个可扩展框架,把简短游戏种子系统性地转化为契合行业游戏开发实践的完整产品需求文档。为在保留核心玩法约束的同时不限制设计探索,GameGo 采用任务特定的动态压缩以最大化信息密度并保留指令遵循能力。基于该流水线,构建了 GameGoData,包含跨 2D、2.5D 和 3D 游戏的 55,060 条开发轨迹,以及由 124 条多样化游戏查询组成的 GameGoBench 基准。在 GameGoData 上训练得到的 GameGoCoder 模型在匹配基线上取得更优成绩,在各游戏开发基准上与前沿模型相当。全部代码、数据集和模型将公开发布。

关键要点

  1. 01问题:直接从稀疏用户查询生成复杂游戏时,编码 Agent 需做大量未指明假设,导致机制残缺、玩法割裂、视觉受限
  2. 02方法:提出 GameGo 框架,将简短游戏种子系统转化为契合行业实践的产品需求文档,并用任务特定动态压缩在保留玩法约束的同时最大化信息密度
  3. 03数据与基准:构建 GameGoData(含 2D/2.5D/3D 共 55,060 条开发轨迹)与 GameGoBench(124 条多样化游戏查询)
  4. 04结果:在 GameGoData 上训练的 GameGoCoder 在游戏开发基准上优于匹配基线,性能与前沿模型相当
  5. 05价值:全部代码、数据集与模型将开源,以支撑端到端真实世界游戏合成研究

解读

尚无解读。

原始英文摘要

arXiv:2610.06910v1 Announce Type: new Abstract: Recent advances in Large Language Models (LLMs) have demonstrated remarkable capabilities in web front-end execution, with browser-based game generation emerging as a particularly prominent frontier. While previous efforts frequently rely on complex multi-turn workflows or focus on static game evaluation benchmarks, this work targets direct end-to-end real-world game synthesis driven by coding agents. However, generating complex games directly from sparse user queries often forces coding agents to make underspecified assumptions, yielding incomplete mechanics, disconnected gameplay flows, and limited visual aesthetics. To resolve this issue, this paper presents GameGo, a scalable framework that systematically transforms brief game seeds into comprehensive Product Requirements Documents grounded in industry game-development practices. To retain core gameplay constraints without restricting design exploration, GameGo uses task-specific dynamic compression to maximize information density while preserving instruction following. Based on this pipeline, GameGoData is constructed with 55,060 development trajectories across 2D, 2.5D, and 3D games, alongside GameGoBench, a benchmark comprising 124 diverse game queries. Training GameGoCoder on GameGoData yields a model that outperforms matched baselines and is comparable to frontier models across gamedev benchmarks. All code, datasets, and models will be made publicly available.

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