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Bibliographic Details
Main Authors: Zook, Alex, Spjut, Josef, Tremblay, Jonathan
Format: Preprint
Published: 2025
Subjects:
Online Access:https://arxiv.org/abs/2507.12666
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author Zook, Alex
Spjut, Josef
Tremblay, Jonathan
author_facet Zook, Alex
Spjut, Josef
Tremblay, Jonathan
contents Game design hinges on understanding how static rules and content translate into dynamic player behavior - something modern generative systems that inspect only a game's code or assets struggle to capture. We present an automated design iteration framework that closes this gap by pairing a reinforcement learning (RL) agent, which playtests the game, with a large multimodal model (LMM), which revises the game based on what the agent does. In each loop the RL player completes several episodes, producing (i) numerical play metrics and/or (ii) a compact image strip summarising recent video frames. The LMM designer receives a gameplay goal and the current game configuration, analyses the play traces, and edits the configuration to steer future behaviour toward the goal. We demonstrate results that LMMs can reason over behavioral traces supplied by RL agents to iteratively refine game mechanics, pointing toward practical, scalable tools for AI-assisted game design.
format Preprint
id arxiv_https___arxiv_org_abs_2507_12666
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Fly, Fail, Fix: Iterative Game Repair with Reinforcement Learning and Large Multimodal Models
Zook, Alex
Spjut, Josef
Tremblay, Jonathan
Artificial Intelligence
Machine Learning
Game design hinges on understanding how static rules and content translate into dynamic player behavior - something modern generative systems that inspect only a game's code or assets struggle to capture. We present an automated design iteration framework that closes this gap by pairing a reinforcement learning (RL) agent, which playtests the game, with a large multimodal model (LMM), which revises the game based on what the agent does. In each loop the RL player completes several episodes, producing (i) numerical play metrics and/or (ii) a compact image strip summarising recent video frames. The LMM designer receives a gameplay goal and the current game configuration, analyses the play traces, and edits the configuration to steer future behaviour toward the goal. We demonstrate results that LMMs can reason over behavioral traces supplied by RL agents to iteratively refine game mechanics, pointing toward practical, scalable tools for AI-assisted game design.
title Fly, Fail, Fix: Iterative Game Repair with Reinforcement Learning and Large Multimodal Models
topic Artificial Intelligence
Machine Learning
url https://arxiv.org/abs/2507.12666