DreamGarden: A Designer Assistant for Growing Games from a Single Prompt

Fuente: arXiv
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Main Authors: Earle, Sam, Parajuli, Samyak, Banburski-Fahey, Andrzej
Format: Preprint
Published: 2024
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author Earle, Sam
Parajuli, Samyak
Banburski-Fahey, Andrzej
author_facet Earle, Sam
Parajuli, Samyak
Banburski-Fahey, Andrzej
contents Coding assistants are increasingly leveraged in game design, both generating code and making high-level plans. To what degree can these tools align with developer workflows, and what new modes of human-computer interaction can emerge from their use? We present DreamGarden, an AI system capable of assisting with the development of diverse game environments in Unreal Engine. At the core of our method is an LLM-driven planner, capable of breaking down a single, high-level prompt -- a dream, memory, or imagined scenario provided by a human user -- into a hierarchical action plan, which is then distributed across specialized submodules facilitating concrete implementation. This system is presented to the user as a garden of plans and actions, both growing independently and responding to user intervention via seed prompts, pruning, and feedback. Through a user study, we explore design implications of this system, charting courses for future work in semi-autonomous assistants and open-ended simulation design.
format Preprint
id arxiv_https___arxiv_org_abs_2410_01791
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle DreamGarden: A Designer Assistant for Growing Games from a Single Prompt
Earle, Sam
Parajuli, Samyak
Banburski-Fahey, Andrzej
Human-Computer Interaction
Artificial Intelligence
Computation and Language
Coding assistants are increasingly leveraged in game design, both generating code and making high-level plans. To what degree can these tools align with developer workflows, and what new modes of human-computer interaction can emerge from their use? We present DreamGarden, an AI system capable of assisting with the development of diverse game environments in Unreal Engine. At the core of our method is an LLM-driven planner, capable of breaking down a single, high-level prompt -- a dream, memory, or imagined scenario provided by a human user -- into a hierarchical action plan, which is then distributed across specialized submodules facilitating concrete implementation. This system is presented to the user as a garden of plans and actions, both growing independently and responding to user intervention via seed prompts, pruning, and feedback. Through a user study, we explore design implications of this system, charting courses for future work in semi-autonomous assistants and open-ended simulation design.
title DreamGarden: A Designer Assistant for Growing Games from a Single Prompt
topic Human-Computer Interaction
Artificial Intelligence
Computation and Language
url https://arxiv.org/abs/2410.01791