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📄 论文解读

AI做游戏终于开始管你好不好玩

现在的AI做游戏,能跑通就算赢,好不好玩没人管。这篇把流程拆成四个角色循环迭代:设计师出方案、程序员写代码、AI玩家自己玩并收集体验数据、评审官根据这些数据挑毛病再改。关键一步是让AI玩家通过编程接口快速试玩,而不是像人一样慢慢点鼠标,这样能收集到足够多的“玩起来什么感受”的数据。在专业游戏生成基准上,它把成功率从同类模型的水平拉高了34%,用户测试里人们也玩得更久、打分更高。它不是你明天就能用来做游戏的东西,但“好不好玩”第一次成了AI做游戏时被认真对待的指标。

📄 原文摘要(英文)

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.

arXiv 原文

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