DreamGarden: A Designer Assistant for Growing Games from a Single Prompt
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Research Background and Problem Statement
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Identified Problems and Challenges: Existing generative AI tools in game design primarily operate on a simple "prompt-generation" model, lacking the capability to effectively handle complex tasks. Designers often need to exert fine-grained control over generated content in a symbolic manner, while purely black-box generation has limitations for complex creative applications. Additionally, these tools struggle under the burden of complex design tasks, leading to frequent iterative cycles that increase user fatigue.
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Significance: The game design process is inherently complex, encompassing asset creation, code development, scene layout, and more. There is a growing demand for AI-assisted tools in this domain. Designing a semi-automated, highly interactive tool could significantly enhance development efficiency, lower entry barriers, and allow designers to retain control over key design decisions.
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Research Motivation: By integrating large language models (LLMs) with multi-submodule design, complex game design tasks can be decomposed into more manageable subtasks. Through recursive and hierarchical planning, the aim is to create a user-friendly design assistant.
Proposed Solution
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Proposed Solution:
The authors propose a game design assistant system called "DreamGarden," which can automatically generate a comprehensive implementation plan—from game layouts to specific assets and code—based on a simple user prompt. It visualizes the hierarchical planning structure as a "growing garden," allowing users to intervene in the plan through pruning, extending, and providing feedback. -
Innovative Features:
- Hierarchical Planning: DreamGarden uses recursive LLM calls to break down simple user prompts into a series of organized, actionable subtasks.
- Multi-Submodule Integration: Each subtask is handled by independent submodules, such as a code generation module, asset generation module, and more.
- User Interactivity: Through a graphical interface, users can freely adjust the planning hierarchy (e.g., expanding or pruning tasks) and provide real-time feedback to ensure high-quality outputs.
- Automated Feedback Handling: The system evaluates intermediate results, such as assets and code, using compiler error logs or visual evaluation models, enabling autonomous iterative improvements.
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Implementation Steps and Key Technologies:
- Planning Module:
- High-level prompts are transformed into an overarching game plan outline (e.g., game background, objectives, major design steps).
- Using a recursive subplanning model, each design step is further refined into leaf nodes, which correspond to actual implementation tasks.
- Implementation Module:
- Includes several submodules, such as code generation (handling Unreal Engine C++ code), asset generation (based on generative diffusion models), and 3D model retrieval (e.g., CLIP-based search).
- Generated code and assets are automatically evaluated through engine compilation or visual models.
- User Interface:
- A tree-structured node view presents the planning structure and implementation progress.
- Users can modify the plan by adjusting node states (e.g., marking leaf nodes as non-leaf nodes or vice versa).
- Users can validate and interact with intermediate outputs as they are generated.
- Planning Module:
Research Outcomes
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Specific Results:
- DreamGarden can transform open-ended user prompts into complex hierarchical plans and execute a series of modular tasks accordingly.
- The system outputs reasonable intermediate results (e.g., 3D assets and code) that can be independently compiled and executed, generating preliminary simulation environments.
- Users can effectively intervene in the generation process by organizing and adjusting the planning tree, ultimately achieving results that better meet their needs.
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Comparison with Existing Solutions:
- DreamGarden overcomes the limitations of existing black-box models that rely solely on "prompt-generation" by offering an open planning and interaction framework with greater flexibility and transparency.
- It autonomously handles feedback (e.g., code compilation errors) and iteratively optimizes results without requiring user intervention at every step.
- In generating 3D assets and functional game code, it is more automated and modular than traditional methods.
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Experimental or Evaluation Results:
- The authors conducted a user study with feedback from 10 participants:
- Most users acknowledged the system's value in the early prototyping phase of design.
- Some users highlighted the potential of the planning module as a standalone tool, even without relying on the system to generate specific content.
- Users particularly appreciated the graphical planning and task visualization interface but suggested improvements in how intermediate results are presented, such as enhancing the intuitiveness of color-coded indicators.
- Users noted potential performance challenges in more complex scenarios and emphasized the need to improve generation quality and efficiency across multiple iterations.
- The authors conducted a user study with feedback from 10 participants:
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Limitations and Future Directions:
- Limitations:
- Limited support for complex game mechanics.
- Reliability of generated outputs heavily depends on LLM capabilities.
- Planning decomposition may result in over-fragmentation or incomplete coverage.
- Future Directions:
- Incorporate multimodal inputs (e.g., user-uploaded sketches or initial materials) to assist in plan generation.
- Enable real-time interaction and modification of generated content within the Unreal Engine to enhance design flexibility.
- Optimize the graphical interface, such as more intuitive node annotations and simplifying complex feedback into concise summaries.
- Improve the performance and interoperability of submodules, such as integrating more efficient 2D-to-3D generation models or text-to-code generation models.
- Expand applications to broader domains, such as robotics control and automated complex software development.
- Limitations:
Research Questions / Practical Problems
Question signals indexed for this paper.
Research Questions
3- How can hierarchical planning and multi-module integration address limitations of generative AI tools in complex game design tasks?Category: Creative Workflows and Multi-Stage PipelinesSimilar questionsarrow_forward
- How can designers achieve fine-grained control over complex generated content in a generative AI-supported system?Category: Creative Workflows and Multi-Stage PipelinesSimilar questionsarrow_forward
- How can generative AI autonomously process user feedback and improve results to increase game design efficiency?Category: Creative Workflows and Multi-Stage PipelinesSimilar questionsarrow_forward
Practical Problems
1- Existing generative AI tools struggle with complex game design tasks, leaving designers exhausted by iteration.Category: Creative Workflows and Multi-Stage PipelinesSimilar questionsarrow_forward
Based on Jaccard similarity of research subtopics & professions (≥60%)