Saved in:
Bibliographic Details
Main Authors: Ma, Hongnan, Wang, Han, Wang, Shenglin, Yin, Tieyue, Shi, Yiwei, Huang, Yucong, Zou, Yingtian, Wen, Muning, Yang, Mengyue
Format: Preprint
Published: 2026
Subjects:
Online Access:https://arxiv.org/abs/2604.19926
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1866910156634193920
author Ma, Hongnan
Wang, Han
Wang, Shenglin
Yin, Tieyue
Shi, Yiwei
Huang, Yucong
Zou, Yingtian
Wen, Muning
Yang, Mengyue
author_facet Ma, Hongnan
Wang, Han
Wang, Shenglin
Yin, Tieyue
Shi, Yiwei
Huang, Yucong
Zou, Yingtian
Wen, Muning
Yang, Mengyue
contents Large language models can generate plausible game code, but turning this capability into \emph{iterative creative improvement} remains difficult. In practice, single-shot generation often produces brittle runtime behavior, weak accumulation of experience across versions, and creativity scores that are too subjective to serve as reliable optimization signals. A further limitation is that mechanics are frequently treated only as post-hoc descriptions, rather than as explicit objects that can be planned, tracked, preserved, and evaluated during generation. This report presents \textbf{CreativeGame}, a multi-agent system for iterative HTML5 game generation that addresses these issues through four coupled ideas: a proxy reward centered on programmatic signals rather than pure LLM judgment; lineage-scoped memory for cross-version experience accumulation; runtime validation integrated into both repair and reward; and a mechanic-guided planning loop in which retrieved mechanic knowledge is converted into an explicit mechanic plan before code generation begins. The goal is not merely to produce a playable artifact in one step, but to support interpretable version-to-version evolution. The current system contains 71 stored lineages, 88 saved nodes, and a 774-entry global mechanic archive, implemented in 6{,}181 lines of Python together with inspection and visualization tooling. The system is therefore substantial enough to support architectural analysis, reward inspection, and real lineage-level case studies rather than only prompt-level demos. A real 4-generation lineage shows that mechanic-level innovation can emerge in later versions and can be inspected directly through version-to-version records. The central contribution is therefore not only game generation, but a concrete pipeline for observing progressive evolution through explicit mechanic change.
format Preprint
id arxiv_https___arxiv_org_abs_2604_19926
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle CreativeGame:Toward Mechanic-Aware Creative Game Generation
Ma, Hongnan
Wang, Han
Wang, Shenglin
Yin, Tieyue
Shi, Yiwei
Huang, Yucong
Zou, Yingtian
Wen, Muning
Yang, Mengyue
Artificial Intelligence
Large language models can generate plausible game code, but turning this capability into \emph{iterative creative improvement} remains difficult. In practice, single-shot generation often produces brittle runtime behavior, weak accumulation of experience across versions, and creativity scores that are too subjective to serve as reliable optimization signals. A further limitation is that mechanics are frequently treated only as post-hoc descriptions, rather than as explicit objects that can be planned, tracked, preserved, and evaluated during generation. This report presents \textbf{CreativeGame}, a multi-agent system for iterative HTML5 game generation that addresses these issues through four coupled ideas: a proxy reward centered on programmatic signals rather than pure LLM judgment; lineage-scoped memory for cross-version experience accumulation; runtime validation integrated into both repair and reward; and a mechanic-guided planning loop in which retrieved mechanic knowledge is converted into an explicit mechanic plan before code generation begins. The goal is not merely to produce a playable artifact in one step, but to support interpretable version-to-version evolution. The current system contains 71 stored lineages, 88 saved nodes, and a 774-entry global mechanic archive, implemented in 6{,}181 lines of Python together with inspection and visualization tooling. The system is therefore substantial enough to support architectural analysis, reward inspection, and real lineage-level case studies rather than only prompt-level demos. A real 4-generation lineage shows that mechanic-level innovation can emerge in later versions and can be inspected directly through version-to-version records. The central contribution is therefore not only game generation, but a concrete pipeline for observing progressive evolution through explicit mechanic change.
title CreativeGame:Toward Mechanic-Aware Creative Game Generation
topic Artificial Intelligence
url https://arxiv.org/abs/2604.19926