將角色設定模組化,供遊戲NPC、聊天陪伴或創作角色快速啟動
1. 角色卡系統:人設、語氣、禁忌、知識邊界用JSON存好,一鍵套用 2. 記憶分層:短期對話 + 長期人設記憶 + 情境快取,延遲才會低 3. 快速啟動模板:像「導師/伴侶/反派/NPC」這種預設,3秒就能開演
Recursive Game Creator: An Agentic Product-Level Experience-Oriented Game Harness
Jiajun Chen · Haoyu Wu · Mingda Jia · Xihui Liu
现有的游戏设计智能体在生成可玩游戏方面取得显著进展,但程序正确并不能保证玩家体验有趣。Recursive Game Creator 是一个面向体验的框架,将粗略的游戏原型推进为可玩的娱乐游戏。该框架围绕四个组件组织递归式开发——Designer、Player、Builder 与 Reviewer。Designer 把用户指令和 Reviewer 的反馈转译为详细规划;Builder 将规划实现为候选游戏;以代码原生方式工作的 Player 利用可编程接口创建并执行可复用的策略,高效收集多样化的游戏轨迹,缓解基于 GUI 的慢速收集所导致的评估偏差;Reviewer 采用精心设计的基于轨迹的指标来推导玩家偏好,结合视觉证据与显式文本偏好,按游戏专属标准评估游戏。最终 Reviewer 接受更优版本,并为下一轮提供改进反馈,闭合递归循环。该方法在 GameCraft-Bench 上取得 77.89 的整体最优性能;在 GameASG-Bench 上达到 53.2% 的严格任务成功率,较同模型基线提升 34.1%,并在对比方法中取得最高的运行期检查通过率 93.4%。用户研究表明其作品拥有更长的游玩时长与更高的评分。代码即将开源。
尚无解读。
arXiv:2610.08621v1 Announce Type: new Abstract: Recent game design agents have made substantial progress in generating playable games. However, program correctness does not ensure an enjoyable experience for players. We present Recursive Game Creator, an experience-oriented harness to advance agentic game development from rough game prototypes into entertaining games. Recursive Game Creator organizes recursive development around four components: Designer, Builder, Player, and Reviewer. The Designer translates user instructions and Reviewer's feedback into detailed plans. The Builder turns these plans into candidate games. The coding-native Player creates and executes reusable policies through programmatic interfaces to efficiently collect diverse gameplay trajectories, mitigating evaluation bias caused by slow GUI-based collection. The Reviewer uses carefully designed trajectory-based metrics to induce player preferences, integrating with visual evidence and explicit textual preferences to evaluate games against game-specific criteria. Finally, the Reviewer accepts the better version and provides improvement reviews for the next round, closing the recursive loop. Our method achieves state-of-the-art overall performance of 77.89 on GameCraft-Bench. On GameASG-Bench, it achieves a strict task success rate of 53.2%, a 34.1% improvement over the same-model baseline, and the highest mean runtime-check pass rate at 93.4% among compared methods. A user study shows longer playtime and higher ratings. Code is coming soon.
1. 角色卡系統:人設、語氣、禁忌、知識邊界用JSON存好,一鍵套用 2. 記憶分層:短期對話 + 長期人設記憶 + 情境快取,延遲才會低 3. 快速啟動模板:像「導師/伴侶/反派/NPC」這種預設,3秒就能開演
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