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Main Authors: Jia, Chaobo, Wan, Ruipeng, Sun, Ting, Tan, Weihao, Wan, Borui, Tong, Yuxuan, Sheng, Guangming, Xu, Hong
Format: Preprint
Published: 2026
Subjects:
Online Access:https://arxiv.org/abs/2605.07442
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author Jia, Chaobo
Wan, Ruipeng
Sun, Ting
Tan, Weihao
Wan, Borui
Tong, Yuxuan
Sheng, Guangming
Xu, Hong
author_facet Jia, Chaobo
Wan, Ruipeng
Sun, Ting
Tan, Weihao
Wan, Borui
Tong, Yuxuan
Sheng, Guangming
Xu, Hong
contents LLM-based game generation promises to turn natural-language specifications into executable games, but progress is limited by the lack of reliable automated verification. Unlike conventional code generation, game correctness is defined over long-horizon interaction: a game may appear correct while violating core mechanics such as state updates, interaction rules, and phase transitions. Existing Agent-as-a-Verifier approaches collapse verification into open-ended gameplay, making verdicts reachability-bound, time-consuming, coverage-limited, and sensitive to the agent's gameplay ability. We present GameGen-Verifier, an automated verification paradigm for LLM-generated games that decomposes a specification into verifiable keypoints and grounds them into independent verification units. Each unit patches the game runtime into a concrete target state, executes a bounded interaction, and judges the outcome against the keypoint assertion. We implement GGV-Harness, a scalable agentic harness providing concurrency management, runtime isolation, and fault recovery. On VeriGame, our dataset of 100 games across seven genres, GameGen-Verifier achieves up to 92.2% accuracy against human judgments versus 58.8% for the coverage-enforced Agent-as-a-Verifier baseline, while reducing wall-clock time by up to 16.6x.
format Preprint
id arxiv_https___arxiv_org_abs_2605_07442
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle GameGen-Verifier: Parallel Keypoint-Based Verification for LLM-Generated Games via Runtime State Injection
Jia, Chaobo
Wan, Ruipeng
Sun, Ting
Tan, Weihao
Wan, Borui
Tong, Yuxuan
Sheng, Guangming
Xu, Hong
Machine Learning
LLM-based game generation promises to turn natural-language specifications into executable games, but progress is limited by the lack of reliable automated verification. Unlike conventional code generation, game correctness is defined over long-horizon interaction: a game may appear correct while violating core mechanics such as state updates, interaction rules, and phase transitions. Existing Agent-as-a-Verifier approaches collapse verification into open-ended gameplay, making verdicts reachability-bound, time-consuming, coverage-limited, and sensitive to the agent's gameplay ability. We present GameGen-Verifier, an automated verification paradigm for LLM-generated games that decomposes a specification into verifiable keypoints and grounds them into independent verification units. Each unit patches the game runtime into a concrete target state, executes a bounded interaction, and judges the outcome against the keypoint assertion. We implement GGV-Harness, a scalable agentic harness providing concurrency management, runtime isolation, and fault recovery. On VeriGame, our dataset of 100 games across seven genres, GameGen-Verifier achieves up to 92.2% accuracy against human judgments versus 58.8% for the coverage-enforced Agent-as-a-Verifier baseline, while reducing wall-clock time by up to 16.6x.
title GameGen-Verifier: Parallel Keypoint-Based Verification for LLM-Generated Games via Runtime State Injection
topic Machine Learning
url https://arxiv.org/abs/2605.07442