GamED.AI: A Hierarchical Multi-Agent Framework for Automated Educational Game Generation

Fuente: arXiv
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Hauptverfasser: Agarwal, Shiven, Shah, Yash, Shekhar, Ashish Raj, Bordoloi, Priyanuj, Gupta, Vivek
Format: Preprint
Veröffentlicht: 2026
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author Agarwal, Shiven
Shah, Yash
Shekhar, Ashish Raj
Bordoloi, Priyanuj
Gupta, Vivek
author_facet Agarwal, Shiven
Shah, Yash
Shekhar, Ashish Raj
Bordoloi, Priyanuj
Gupta, Vivek
contents We introduce GamEDAI, a hierarchical multi-agent framework that transforms instructor-provided questions into fully playable, pedagogically grounded educational games validated through formal mechanic contracts. Built on phase-based LangGraph sub-graphs, deterministic Quality Gates, and structured Pydantic schemas, GamEDAI supports two template families encompassing 15 interaction mechanics across spatial reasoning, procedural execution, and higher-order Bloom's Taxonomy objectives. Evaluated on 200 questions spanning five subject domains, the system achieves a 90% validation pass rate, 98.3% schema compliance, and 73% token reduction over ReAct agents (${\sim}$73,500 $\rightarrow$ ${\sim}$19,900 tokens/game) at $0.46 per game. Within this model configuration, these results suggest that phase-bounded architectural structure correlates more strongly with alignment quality than prompting strategy alone. Our demonstration lets attendees generate Bloom's-aligned games from natural language in under 60 seconds, inspect Quality Gate outputs at each pipeline phase, and browse a curated library of 50 games spanning all 15 mechanic types.
format Preprint
id arxiv_https___arxiv_org_abs_2604_23947
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle GamED.AI: A Hierarchical Multi-Agent Framework for Automated Educational Game Generation
Agarwal, Shiven
Shah, Yash
Shekhar, Ashish Raj
Bordoloi, Priyanuj
Gupta, Vivek
Artificial Intelligence
We introduce GamEDAI, a hierarchical multi-agent framework that transforms instructor-provided questions into fully playable, pedagogically grounded educational games validated through formal mechanic contracts. Built on phase-based LangGraph sub-graphs, deterministic Quality Gates, and structured Pydantic schemas, GamEDAI supports two template families encompassing 15 interaction mechanics across spatial reasoning, procedural execution, and higher-order Bloom's Taxonomy objectives. Evaluated on 200 questions spanning five subject domains, the system achieves a 90% validation pass rate, 98.3% schema compliance, and 73% token reduction over ReAct agents (${\sim}$73,500 $\rightarrow$ ${\sim}$19,900 tokens/game) at $0.46 per game. Within this model configuration, these results suggest that phase-bounded architectural structure correlates more strongly with alignment quality than prompting strategy alone. Our demonstration lets attendees generate Bloom's-aligned games from natural language in under 60 seconds, inspect Quality Gate outputs at each pipeline phase, and browse a curated library of 50 games spanning all 15 mechanic types.
title GamED.AI: A Hierarchical Multi-Agent Framework for Automated Educational Game Generation
topic Artificial Intelligence
url https://arxiv.org/abs/2604.23947