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Main Authors: Chen, Jingye, Zhao, Yuzhong, Huang, Yupan, Cui, Lei, Dong, Li, Lv, Tengchao, Chen, Qifeng, Wei, Furu
Format: Preprint
Published: 2025
Subjects:
Online Access:https://arxiv.org/abs/2503.21172
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author Chen, Jingye
Zhao, Yuzhong
Huang, Yupan
Cui, Lei
Dong, Li
Lv, Tengchao
Chen, Qifeng
Wei, Furu
author_facet Chen, Jingye
Zhao, Yuzhong
Huang, Yupan
Cui, Lei
Dong, Li
Lv, Tengchao
Chen, Qifeng
Wei, Furu
contents Recent advances in generative models have significantly impacted game generation. However, despite producing high-quality graphics and adequately receiving player input, existing models often fail to maintain fundamental game properties such as numerical and spatial consistency. Numerical consistency ensures gameplay mechanics correctly reflect score changes and other quantitative elements, while spatial consistency prevents jarring scene transitions, providing seamless player experiences. In this paper, we revisit the paradigm of generative games to explore what truly constitutes a Model as a Game (MaaG) with a well-developed mechanism. We begin with an empirical study on ``Traveler'', a 2D game created by an LLM featuring minimalist rules yet challenging generative models in maintaining consistency. Based on the DiT architecture, we design two specialized modules: (1) a numerical module that integrates a LogicNet to determine event triggers, with calculations processed externally as conditions for image generation; and (2) a spatial module that maintains a map of explored areas, retrieving location-specific information during generation and linking new observations to ensure continuity. Experiments across three games demonstrate that our integrated modules significantly enhance performance on consistency metrics compared to baselines, while incurring minimal time overhead during inference.
format Preprint
id arxiv_https___arxiv_org_abs_2503_21172
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Model as a Game: On Numerical and Spatial Consistency for Generative Games
Chen, Jingye
Zhao, Yuzhong
Huang, Yupan
Cui, Lei
Dong, Li
Lv, Tengchao
Chen, Qifeng
Wei, Furu
Computer Vision and Pattern Recognition
Recent advances in generative models have significantly impacted game generation. However, despite producing high-quality graphics and adequately receiving player input, existing models often fail to maintain fundamental game properties such as numerical and spatial consistency. Numerical consistency ensures gameplay mechanics correctly reflect score changes and other quantitative elements, while spatial consistency prevents jarring scene transitions, providing seamless player experiences. In this paper, we revisit the paradigm of generative games to explore what truly constitutes a Model as a Game (MaaG) with a well-developed mechanism. We begin with an empirical study on ``Traveler'', a 2D game created by an LLM featuring minimalist rules yet challenging generative models in maintaining consistency. Based on the DiT architecture, we design two specialized modules: (1) a numerical module that integrates a LogicNet to determine event triggers, with calculations processed externally as conditions for image generation; and (2) a spatial module that maintains a map of explored areas, retrieving location-specific information during generation and linking new observations to ensure continuity. Experiments across three games demonstrate that our integrated modules significantly enhance performance on consistency metrics compared to baselines, while incurring minimal time overhead during inference.
title Model as a Game: On Numerical and Spatial Consistency for Generative Games
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2503.21172