Procedural Content Generation

Momentum

7 papers in the last four weeks, up 133% on the four weeks before. 0.1% of all new papers.

Jul 13Week of Sep 28

Latest papers 42

Oct 4, 2026cs.CV

Code2Games: Enabling Coding Agents for Gaming World Generation

Generating a high-quality gaming world from a natural-language game intent requires joint reasoning about scene structure, spatial layout, gameplay objectives, interactive entities, and executable gameplay logic. Existing coding agents can generate individual assets, scenes, or scripts, but often struggle to maintain consistency across these components. We propose Code2Games, an agentic framework that builds a structured gaming world upon a base Blender world generated from the same game intent. Code2Games coordinates scene analysis, gameplay planning, constrained gaming-world generation, and gaming-engine customization through a shared scene-gameplay representation with persistent element correspondence. After world generation, Code2Games adapts the generated world to Unreal Engine 5 and employs an execution-guided reconstruction process that uses compilation diagnostics, runtime feedback, and gameplay test results to resolve inconsistencies arising during engine adaptation. To systematically evaluate gaming-world generation, we introduce the GameCode4D benchmark, which comprises ten fixed game prompts spanning different levels of scene and gameplay complexity. We evaluate the generated results across four dimensions: visual quality, interactive fidelity, multimodal artifact quality, and playable-game quality. Experiments demonstrate that, compared with direct gaming-world generation by coding agents and existing baseline methods, Code2Games consistently improves the visual quality and interactive fidelity of generated gaming worlds, as well as the quality of the resulting games after engine adaptation.
Sep 28, 2026cs.CV

WorldWeave: Growing Persistent Geometric Worlds for Video Generation

Despite rapid progress, world models still lack explicit, persistent structural memory, making it difficult to preserve consistent world structure during continual scene expansion and cross-view revisits. To address this limitation, we present WorldWeave, a world generation framework that decouples world-state maintenance from visual rendering. Specifically, WorldWeave combines continual elevation-map generation with agent-guided scene organization and stitching to build an expandable explicit 3D world that incrementally extends structural memory while preserving existing structure. First, its terrain module uses diffusion-based image outpainting to generate continuous metric elevation maps under neighborhood conditioning and boundary constraints. Next, an agent integrates user intent, terrain evidence, and cross-region connectivity constraints to construct scenes through hierarchical semantic planning, deterministic geometry compilation, and local revision. Finally, during visual generation, planned camera trajectories query world geometry through a read-only interface, producing depth sequences that guide video synthesis without writing the generated results back into the world state. As a result, structural memory remains independent of short-window video generation, enabling continual expansion without predefined map boundaries and providing a consistent geometric basis for observations across trajectories and repeated visits.
Sep 27, 2026cs.AI

CompoWorld: Compositional Environment Scaling for General Agents

Automatically generated environments provide a scalable source of interaction data for training general agents. However, existing approaches mainly generate tasks within a single environment, while real-world workflows require agents to connect information and actions across multiple services. We introduce Compositional Environment Scaling (\textbf{CompoWorld}), which expands the task space by composing a finite library of reusable services. Coding agents turn tool specifications into verified services with typed states and shared interfaces, while a world model handles tools that cannot be reliably implemented. A random-walk procedure connects services through dependency graphs, enabling the generation and verification of tasks that require information to flow across services. Verified trajectories support supervised fine-tuning (SFT), while our Completion-Focused Rubric Reward guides reinforcement learning (RL) toward full task completion by emphasizing criteria with lower pass rates within each rollout group. We construct 448 services exposing 10,130 tools and use 3K SFT trajectories and 1K RL tasks to train Qwen3.6-35B-A3B. Experimental results show that CompoWorld improves on its backbone by 9.17 points on average across eight benchmarks. On AutomationBench, it surpasses frontier models such as Claude Opus 4.6 and leads all compared agent-specialized 35B-A3B models.
Sep 22, 2026cs.CL

PERSONAWEAVER: Controllable Diversity Beyond Conventional Archetypes in Procedural Character Generation

Procedural character generation aims to populate games, simulations, and other virtual worlds with diverse characters. Large language models (LLMs) offer a promising foundation for scaling this task. However, LLM-based procedural character generation remains at an early stage: existing methods either generate characters directly or adapt profiles retrieved from persona banks. As we show, both approaches produce behaviorally homogeneous populations: characters overwhelmingly agree with positive moral norms and respond to questions with helpful, assistant-like reactions. To mitigate this homogenization, we introduce PersonaWeaver, which disentangles world building from behavioral specification and models behavior through setting general, diverse, manually curated banks of moral positions and conversational reactions. This design allows us to test how far LLM(s) can be pushed beyond their default behavioral patterns across settings. Across ten realistic and fantastical settings and three LLM(s), PersonaWeaver produces broader moral and interactional response distributions than prior work. Its guidance also diversifies interpersonal language, response length, and sentiment. It also produces less archetypal combinations of world attributes. Code is available at https://github.com/mqraitem/PersonaWeaver.
Sep 20, 2026cs.CV

ProxyBuild: Text-Guided Structured 3D Building Generation with Mesh-Anchored Procedural Proxies

Text-guided 3D building generation holds tremendous application potential, yet existing generative models typically output inseparable single meshes or non-interactive rendered representations. While procedural modeling can generate editable buildings with hierarchical structures, rule authoring is laborious, and even with the aid of large language models (LLMs), it remains challenging to effectively solve procedural rules under geometric constraints. In this paper, we propose ProxyBuild, a novel hybrid framework for structured building generation. We introduce the Mesh-Anchored Procedural Proxy (MAPP) as a novel intermediate representation, which tightly anchors building components onto geometric shells, thereby decoupling the generation task into two phases: proxy prediction and proxy-to-asset instantiation. First, we construct a building dataset with MAPP annotations to train our designed face-edge bigraph encoder. By explicitly modeling the feature interactions of topological elements on heterogeneous mesh graphs, this encoder accurately infers the semantic roles of faces and edges. Subsequently, conditioned on textual styles and attribute parameters parsed by LLMs, we accomplish high-precision asset retrieval and assembly by integrating a spatial placement logic with hard constraints. Extensive experiments show that ProxyBuild not only significantly mitigates common issues in building generation such as over-smoothing, component collisions, and structural corruptions, but also accurately parses semantic-free shells from diverse sources. Outperforming prior baselines across various metrics, our method can robustly generate structurally clear, detail-rich, and post-editable 3D buildings from text, thereby providing a reliable and interactive content foundation for downstream applications such as virtual reality and digital twins.
Sep 9, 2026cs.RO

Coastal Environment Generation with HoloOcean

Marine robotic simulation provides a safe and inexpensive method of developing and testing algorithms for unmanned underwater vehicle (UUV) and unmanned surface vessel (USV) autonomy and perception before full field deployment. However, these simulations are often limited by the availability of simulated environments. Current marine robotics simulation suites offer manual ways to edit or create environments, but they require existing data or specialized knowledge of the environment system. To address these issues, we introduce a novel Unreal Engine 5 level generation pipeline that enables automatic creation of coastal environments for HoloOcean. Our pipeline relies on a user-provided overhead image of a coastal scene. The pipeline then uses the image to generate height map data, as well as automatically select assets and place them in the environment.
Sep 8, 2026cs.AI

Valerant: An Automatic Navigable Game Map Generator via Action-Conditioned World Model Exploration

World Action Models (WAMs) couple predictive world modeling with action generation, allowing anticipated future states to guide agent behavior. Although WAMs are rapidly advancing embodied AI, general-purpose counterparts remain largely unexplored in games. Existing game-oriented approaches often combine action-conditioned world models with external policies and reward functions to realize WAM-like decision-making, yet they operate mainly in 2D visual observation space and do not instantiate persistent 3D geometry. Extending this paradigm to 3D games introduces a distinct challenge. In autonomous driving and robotics, the physical environment exists independently of the model, providing a persistent 3D world in which selected actions can be executed. Games have no such external substrate; the virtual world itself must be instantiated. Most playable games require a persistent and navigable space, while 3D games additionally require explicit geometry that supports movement and interaction. Action-conditioned video rollouts provide visual observations but not this spatial representation. We present \textsc{Valerant}, a training-free framework that transforms a pretrained action-conditioned world model into a WAM for exploring and constructing 3D game maps. By coupling predictive visual rollouts with SLAM-based spatial reconstruction and exploration-driven action selection, \textsc{Valerant} progressively transforms a single image into a persistent 3D game map. This framework extends WAM-based interaction beyond 2D visual simulation and offers a new approach to reducing manual effort in 3D game-map creation.
Aug 31, 2026cs.CL

CogEvol: Towards Efficient and Reliable Learning Environment Generation

We present CogEvol, a family of models trained specifically for Learning Environment Generation: turning a course brief into a finished learning artifact (structured-JSON slides or self-contained interactive HTML pages) in a single pass. Across 220k production requests, CogEvol completes a slide in a median of 17 seconds and an interactive page in 59, replacing minutes-long multi-turn agent scaffolding. Reliability is enforced rather than hoped for: a production-grounded data pipeline turns real failures into 53,687 verified SFT samples, and a hybrid rule-plus-VLM reward drives GRPO-based RL, hardened after we caught and fixed a reward-hacking episode that produced visually convincing but unplayable games. CogEvol-27B scores 83.7 on slide quality and 63.7 on a 500-case interactive-HTML benchmark with 26.9x fewer parameters than flagship coding models, and, in collaboration with the OpenMAIC team, serves their live production traffic. CogEvol-4B is released openly under the Apache 2.0 license at https://github.com/CogEvol/CogEvol-4B; external flagships are measured on the same suites under the identical harness. Scaffold editing cuts interactive-page generation cost by a further ~76%, and the full stack runs on domestic Ascend accelerators at application-level parity with A800 GPUs, lowering the unit cost of AI-native education at scale.
Aug 24, 2026cs.RO

RoboRacer Arena: Specification-Driven Track Construction for Autonomous Racing

Learning-based autonomous racing relies on diverse training environments, yet constructing a new track requires geometric design, validation, and simulation-asset generation. This coupling makes track geometry difficult to vary systematically during policy training and evaluation. To address this limitation, we present RoboRacer Arena, a specification-driven pipeline that exposes track geometry as an explicit experimental variable. Starting from natural-language requirements, a seeded coverage-guided constructor generates closed-loop layouts, validates the exported occupancy maps, and automatically builds the corresponding Isaac Sim environments. The same interface admits recorded maps and scaled circuits, yielding an initial reference collection of 130 tracks. Across our evaluation, RoboRacer Arena achieves the highest valid-map generation rate among the tested construction procedures under their respective computational budgets and converts eight benchmark maps into simulation assets in less than 2.5 seconds each. We further reconstruct the RoboRacer vehicle as a CAD and USD asset and use it for parallel residual-policy training and deployment on the physical platform. In physical experiments, policies trained with RoboRacer Arena complete ten consecutive laps at command settings up to four times the nominal training speed. These results demonstrate that explicit track requirements can be connected to validated simulation assets and physical evaluation within a reproducible autonomous-racing workflow.
Aug 12, 2026cs.RO

RoadWeaver: Large-Scale Lane-Level HD Map Generation from Scratch for Autonomous Driving Simulation

Autonomous driving simulation requires diverse and scalable lane-level HD maps to support long-horizon evaluation across complex road networks. Existing approaches either rely on handcrafted or reconstructed real-world maps, which limits scalability, or generate only local road structures rather than complete HD maps. We present RoadWeaver, a coarse-to-fine framework for from-scratch generation of diverse, large-scale HD maps. RoadWeaver first synthesizes a global road layout, expands it into a connected road network, and then constructs lane-level geometry with topologically consistent lane connectivity. Experimental results show that RoadWeaver achieves a 99.8% reachability, a 10.7% dead-end ratio, and an endpoint alignment error of 0.24 m. Compared with SOTA generation methods, it reduces endpoint alignment error by 94.4% while generating complete HD maps in 1.39--3.50 s. The generated maps can be directly deployed in driving simulators, providing scalable simulation environments for future closed-loop evaluation of autonomous driving systems. The training code and an out-of-the-box implementation of RoadWeaver will be released upon acceptance.
Aug 5, 2026cs.AI

WorldClaw: Agentic 3D Open-World Generation at Scale

Generating large-scale, freely explorable 3D worlds from open-ended text remains challenging because a system must jointly maintain global spatial coherence, rich local content, and explicit assets suitable for downstream editing and reuse. We present WorldClaw, a fully agentic, coarse-to-fine framework for open-world 3D scene generation. Planning agents translate a text prompt into a structured specification of regions, terrain, assets, materials, and spatial relations. WorldClaw then builds a globally coherent terrain foundation from semantic layouts, reusable assets, generative or procedural materials, and a region-aware height field. For detail-demanding regions, it generates terrain-conditioned compositions, reconstructs editable textured meshes, and recovers their placement on the terrain; render-based agents further refine terrain, objects, appearance, and contacts. Across diverse open-world prompts, WorldClaw produces large-scale scenes with coherent spatial organization, visually compelling local content, and editable instance-level assets while preserving a consistent global terrain structure.
Jul 23, 2026cs.RO

GS-Agent: Creating 4D Physical Worlds With Generative Simulation

Creating dynamic and physically realistic 4D worlds from natural language descriptions is both fascinating and challenging. Traditional computer graphics methods rely on manual creation, requiring extensive human effort to fine-tune materials, motions, and visual fidelity. Recent advances in generative foundation models have sparked interest in learning to generate such 4D worlds from large-scale data; however, existing methods still struggle to ensure physical plausibility and controllability. In this work, we take a different path by leveraging foundation models to construct an agentic system that emulates how humans traditionally create 4D worlds, yet automates the entire process. We present GS-Agent, an end-to-end multi-agent framework that integrates physics engines in the loop to generate realistic, dynamic, and controllable 4D physical worlds from natural language. Inspired by how humans build 4D worlds, GS-Agent decomposes the task into entity management, covering 3D asset curation, material tuning, placement, and motion control, and rendering configuration, including camera and lighting manipulation. Multiple agents with distinct expertise interact with the physics engine via code, seek multimodal feedback, and collaborate to iteratively construct 4D worlds that align with the given descriptions. Experimental results show that GS-Agent effectively converts natural language into diverse and physically plausible 4D worlds exhibiting rich interactions among liquids, deformable objects, and rigid bodies, while achieving cinematic camera and lighting control. We envision GS-Agent as a foundation for a new paradigm in 4D world generation, empowering creative content creation and physical AI. Project page at https://umass-embodied-agi.github.io/gs-agent/
Jul 14, 2026cs.CV

Reflecting Process Expertise in Procedural Material Generation

Procedural material creation underpins applications in digital content creation, visual effects, and 3D asset design. Achieving high-quality results requires more than reproducing node graphs -- it demands understanding the process by which experts construct materials. We formulate procedural material generation as retrieval-time process reasoning over expert demonstrations, elevating process to a first-class representation beyond graph-only synthesis. Concretely, we represent expert workflows as process traces: textual records of construction steps, parameters, and design intent. To instantiate this idea, we use a pretrained LLM-based ProcessSynthesizer to synthesize a process trace aligned with a user's intent and a pretrained LLM-based Compiler to ground the process trace into an executable Blender material graph. Because procedural expertise is most naturally conveyed through demonstrations, we leverage tutorial videos as a source of process knowledge and extract textual, LLM-compatible traces using automated video analysis tools. In an expert study with five Blender artists (avg. 7.5 years of experience), materials generated by reflecting expert demonstrations were found to produce workflows requiring fewer edits, and more closely match professional design strategies than methods operating solely on static artifacts. A user study with 150 participants further shows that our approach achieves superior generation and editing performance compared to prior procedural systems. All code, models, and data will be available at https://materialapprentice.github.io
Jul 13, 2026cs.AI

Representing and Generating Levels Over Time through Playtrace Reconstructive Partitioning

Video games are a dynamic medium experienced over time. While there are many Procedural Content Generation (PCG) approaches for generating video game levels, they often use representations that abstract away this dynamic nature. In this paper, we introduce a novel, domain-independent ``cake'' representation for game levels over time which implicitly encodes dynamic information. We present a novel level generation approach Playtrace Reconstructive Partitioning (PRP) specifically developed for this cake representation. We compare against six state-of-the-art PCG approaches in the game domain of \textit{Sokoban}, and find that our approach can generate valid levels without sacrificing solution diversity. We believe our cake representation more neatly encodes the implicit dynamic nature of games compared to existing representations, which allows for our domain-agnostic level generation algorithm PRP.
Jul 13, 2026cs.AI

MAGIC: Transition-Aware Generation of Navigable Multi-Scene Game Worlds with Large Language Models

Multi-scene navigation (clearing an objective in one bounded space and then crossing a portal into the next) is a defining feature of contemporary 3D games, but authoring it is laborious: every portal must have consistent endpoints on both sides, each interior must remain navigable once it is furnished, and the resulting connectivity must be kept consistent across many files. Recent large language model (LLM) and multimodal LLM (MLLM) scene generators have made single-interior synthesis dramatically cheaper, yet they produce one scene at a time and cannot, by naive repetition, yield a connected multi-scene world. We identify three obstacles that single-scene methods leave unsolved: cross-scene consistency, in-scene navigability, and the evaluation of whether a transition actually works. We present MAGIC, a prompt-to-project system that addresses all three. MAGIC is a four-stage pipeline that turns a single natural-language prompt into a runnable multi-scene game project: it plans a shared transition-aware intermediate representation, specifies each scene while enforcing portal reachability with a flood-fill validator, generates the scenes together with their transition scripts, and combines them into one project. Because existing single-scene fidelity metrics never execute a transition, we further introduce a transition-focused evaluation agent that runs each transition in play. On a new benchmark of 100 multi-scene cases, MAGIC produces an executable project for every case and reaches 0.99 precision, 0.95 recall, and 0.96 F1 on end-to-end transition identification; stage by stage, it recovers more ground-truth portals and yields markedly more navigable layouts than an LLM baseline and Holodeck. Our code is available at https://github.com/sereneee1201/MAGIC/.
Jul 11, 2026cs.LG

Knowledge-Conditioned, Single-Pass LLM Synthesis of Executable Unity Game Scenes: A Compiler Error Census across 26 Goal Playable Concepts

Large language models (LLMs) write Unity C# for game scenes. Yet nearly all demonstrations rest on an iterative repair loop that regenerates code until it compiles, conflating what the model writes with what the loop fixes. We remove the loop and evaluate a single pass, where the first draft is final. This isolates the model's parametric knowledge, the most stringent test of unaided generation. Models instantiate Goal Playable Concepts, playable counterparts of goal patterns, across 10,400 generations (four open-weight models, 7B--30B; two generation modes; four intermediate-representation (IR) conditioning levels; 26 goal patterns; 20 seeds). None compiled into a runnable scene, leaving no survivorship bias. To understand how the generated C# scripts fail, we categorize the 99 error codes behind 90{,}673 compiler-error occurrences as Grounding (invented or misused Unity types and APIs) or Hygiene (structural defects needing no Unity knowledge). The split differs sharply by goal pattern (e.g., Stealth fails mostly on invented engine references; Capture on plain C# structure). Larger models, stricter IRs, and different generation modes move the errors but never yield a compiling scene. The bottleneck is missing engine-specific knowledge. The census orders goal patterns by that demand, showing designers where single-pass generation breaks.
Jul 10, 2026cs.AI

Fictional Worldbuilding: Multi-Agent LLM Collaboration with Hierarchical Context Compression and Iterative Review

Worldbuilding, the construction of coherent fictional worlds, is a foundational task in game design and literary creation. Large Language Models (LLMs) offer new possibilities for automated content generation, but their application to worldbuilding faces three challenges: context explosion that grows linearly with the building process, the tension between creative diversity and content consistency, and the absence of automated quality assurance. This paper presents AutoWorldBuilder, a multi-agent collaborative system that addresses these challenges through five integrated components: a structured concept network with conflict detection; a DAG-based hybrid batch scheduler that groups tasks by semantic locality; a four-layer context compression mechanism achieving approximately 90% token reduction; an iterative review system with specialized Auditor agents that improves proposal pass rates from 42% to over 85%; and a skill-driven agent architecture supporting zero-code extension with differentiated temperature configuration. Two experiments across 20 diverse worldbuilding tasks, using GPT-OSS 120B and DeepSeek v3.2 as LLM backends, demonstrate a 95.0% success rate. The system generated 56-103 self-consistent concepts per world in 18-31 minutes with zero-conflict delivery. The architectural patterns validated here, including layer-as-budget compression, semantic-locality scheduling, and separation of generation and review, transfer to the broader class of knowledge-intensive, multi-agent LLM applications.
Jul 10, 2026cs.SD

Event-Based Token Sequences for Audio-Conditioned Music-Game Level Modeling

Procedural generation of music game levels is an exciting yet challenging problem, as levels must translate musical structure into interactive sequences of timed gameplay events. Most existing approaches formulate this task by frame-based representations, dividing audio into uniform time grids and predicting events at each frame. This makes gameplay events implicit across many frames. As a result, it is hard to describe event-level timing relations and longer-range structure found in human-authored levels. We use procedural generation as a practical setting to study how musical cues map to interactive event sequences. Inspired by event-based symbolic music modeling, we propose a token-level sequence formulation that casts level generation as a multimodal sequence-to-sequence problem. Conditioned on an audio excerpt and level metadata, the model generates a token sequence alternating gameplay-event and beat-shift tokens. This explicitly represents actions and their relative timing in beat space. Based on this formulation, we build a Transformer model. It outperforms representative frame-level baselines under event-level evaluation. It also enables systematic analysis of how audio supports rhythm-aligned event prediction beyond metadata conditioning.
Jul 8, 2026cs.AI

From Patterns to Maze Structures: SMT-Based Path Synthesis and 2D/3D Construction

We present a pipeline for constructing maze structures from input patterns such as text or shapes. The central path-synthesis problem is encoded in Satisfiability Modulo Theories as global constraints on adjacency, continuity, and pattern-constrained coverage, allowing each fixed-bound instance to be solved in one call. The resulting path is either a planar, self-avoiding route or a layered traversal with prescribed over--under crossings, and it serves as a scaffold for constructing planar mazes and three-dimensional realizations of woven mazes. This report extends the published Bridges 2026 conference paper with more representative SMT-LIB examples and a fuller account of how synthesized paths become concrete maze constructions in planar and three-dimensional form.
Jul 2, 2026cs.NE

Evolutionary Wave Function Collapse

Wave Function Collapse (WFC) is a widely used procedural content generation method that learns local adjacency constraints from example inputs to generate larger outputs. In this paper, we explore combining WFC with evolutionary search by evolving the small input examples used by WFC rather than directly evolving complete levels. In this approach, WFC acts as a genotype-to-phenotype mapping. The generated levels are then evaluated through domain-specific fitness functions. We evaluate the method in two domains with different relationships between local and global structure: Maze connectivity maps and Zelda-style dungeon layouts. Our results show that evolutionary optimization over WFC inputs improves generation quality in domains where properties emerge from local relationships, while domains requiring global constraints remain challenging. These findings suggest that evolutionary search can effectively guide WFC generation when target objectives align with local structure.
Jul 2, 2026cs.AI

SimWorlds: A Multi-Agent System for Dynamic 3D Scene Creation

LLM agents are increasingly used to translate natural language into 3D scenes in a procedural way, but existing systems focus on static output. Dynamic 4D scenes from text alone, in which liquids flow, particles emit, rigid bodies cascade, and articulated mechanisms move, remain largely unexplored despite their value as editable content and as physics-grounded training data for video generation and embodied AI. Two challenges set the dynamic case apart from static text-to-scene work: an agent must jointly coordinate spatial layout, multiple physics solvers, temporal sequencing, camera, and lighting in a single coherent scene, and verifying motion correctness from rendered video is fundamentally harder than judging a single image. We present SimWorlds: a multi-agent framework that produces dynamic, editable 4D scenes from text, with Blender-specific procedural knowledge, a planner-coder-reviewer workflow driving a fixed ordered sequence of construction stages, a layered scene protocol enforced by a deterministic verifier, and a runtime-state inspection tool suite that catches mechanism failures the rendered image cannot reveal. We also introduce 4DBuildBench, a benchmark for assessing both visual fidelity and physical consistency of the procedural dynamic 3D scenes generated from text prompts. Experiments show that SimWorlds outperforms prior dynamic Blender generation baselines.
Jun 14, 2026cs.RO

ControlMap: Controllable High-Definition Map Generation for Traffic Scenario Simulation

Simulation is central to validating autonomous driving systems, yet current pipelines are limited by insufficient scenario diversity due to costly High Definition (HD) map creation. Scaling HD maps requires expensive data collection and manual processing. Moreover, existing generative models lack the fine-grained control necessary to target specific road topologies during generation. This paper presents a data-driven pipeline for controllable HD map generation using latent diffusion and ControlNet for spatial conditioning. To our knowledge, we are the first to inject spatial guidance signals into a diffusion model for HD map synthesis. Furthermore, our model supports adjustable conditioning strength through classifier-free guidance and city-level style transfer via city label conditioning. To complement existing metrics, we introduce two novel metrics to evaluate adherence to the control signal and similarity to ground-truth maps. Experiments demonstrate that our model generates realistic HD maps that faithfully follow input road topologies while accurately preserving city-specific details.
Jun 11, 2026cs.CL

IVIE: A Neuro-symbolic Approach to Incremental and Validated Generation of Interactive Fiction Worlds

Computational creativity in Interactive Fiction faces a fundamental tension: Large Language Models (LLM) may produce creative narratives but struggle with world coherence, while symbolic systems ensure consistency but lack creative flexibility. We present IVIE (Incremental & Validated Interactive Experiences), a neuro-symbolic approach to generating complete and playable interactive fiction worlds from scratch. Building upon PAYADOR's neuro-symbolic framework, IVIE implements a four-stage incremental generation pipeline that delegates creative decisions--setting and character creation, puzzle design--to LLMs while grounding the world state through symbolic validation. The system generates worlds with interconnected locations, functional items, non-player characters, and coherent puzzles, all structured around a central goal-oriented architecture. Human evaluation shows the approach generates immersive, thematically coherent worlds with high player engagement. Results seem to indicate that the neuro-symbolic approach successfully balances flexibility with narrative coherence: symbolic validation grounds LLM generation without eliminating generative freedom. However, challenges remain: LLM inconsistencies occasionally bypass puzzle constraints, and objective validation gaps allow some structurally impossible goals. We identify key design considerations for future neurosymbolic interactive storytelling systems, particularly regarding LLM capabilities and their limitations.
Jun 10, 2026cs.CL

Verifiable Environments Are LEGO Bricks: Recursive Composition for Reasoning Generalization

Reinforcement Learning (RL) with verifiable environments has emerged as a powerful approach for enhancing the reasoning capabilities of Large Language Models (LLMs). While prior research demonstrates that scaling environment quantity improves RL performance, existing manual or individual construction methods suffer from linear scaling limits, thereby hindering scalable reasoning generalization. This paper introduces RACES (\textbf{R}ecursive \textbf{A}utomated \textbf{C}omposition for \textbf{E}nvironment \textbf{S}caling), a framework that conceptualizes verifiable environments as composable building blocks that can be recursively assembled. The key insight is that when the codomain (output type) of one environment matches the domain (input type) of another, they can be automatically fused into a new verifiable environment, enabling recursive composition. RACES is implemented with 300 individual environments and defines a set of composition operators (\textsc{SEQUENTIAL}, \textsc{PARALLEL}, \textsc{SORT}, and \textsc{SELECT}) that induce diverse reasoning patterns. Extensive experiments show that RL training on these composite environments consistently enhances reasoning generalization. Specifically, RACES improves DeepSeek-R1-Distill-Qwen-14B by an average of 3.1 points (from 48.2 to 51.3) and boosts Qwen3-14B performance from 58.8 to 61.1 on six benchmarks, which are unseen during the construction of training environments. Moreover, RACES achieves performance comparable to training on 300 individual environments using only 50 base environments, demonstrating significant efficiency in environment utilization.
Jun 9, 2026cs.AI

Architect-Ant: Editable Automatic Furnishing of Architectural Floor Plans

Furnished floor plans support real-estate visualization, interior design, and architectural workflows, yet automatic furnishing remains challenged by limited real-world data and the need to satisfy interacting geometric and functional constraints. We ask whether professional furnishing knowledge can be learned from real floor plans using a pretrained model, enabling direct constraint-aware layout generation without relying on costly iterative agentic inference. We introduce AntPlan, a curated dataset of 505 real professional architectural floor plans with dense furniture annotations spanning 92 object classes and ten residential room categories, and Architect-Ant, a framework for generating furniture layouts. Architect-Ant represents layouts with an editable coordinate-based DSL and first learns professional furnishing patterns through supervised fine-tuning. It is then optimized with GRPO using a Layout Rule Score (LRS) that aggregates geometric and functional constraints derived from professional plans, providing outcome-level supervision without prescribed reasoning traces. Experiments against diverse state-of-the-art baselines show that Architect-Ant combines low geometric violation rates with high functional completeness, while qualitative results more closely reflect real-world residential furnishing patterns. The resulting layouts remain object-level editable and can be converted into 3D scenes.
Jun 6, 2026cs.GR

OmniFaceRig: Fully Automatic Inner-Mouth-Aware Face Rigging Across Diverse 3D Character Topologies

Facial rigging - creating FACS-based blendshapes together with inner-mouth geometry (teeth, gums, and tongue) - remains a major bottleneck in 3D character production. Existing pipelines still require substantial designer effort, especially for manual landmark annotation, per-character template adjustment, and inner-mouth placement. We present OmniFaceRig, a fully automatic end-to-end pipeline that converts a static surface-only 3D character mesh, with no pre-modeled oral cavity, into an inner-mouth-aware FACS rig with up to 155 blendshapes, procedurally fitted teeth, gums, and tongue, and re-packed UV/texture. OmniFaceRig supports diverse topologies - humans, humanoids, long-muzzled animals (e.g., dogs, wolves, foxes), and short-muzzled animals (e.g., cats, bears, rabbits, tigers) - with no manual landmarks, no user-provided templates, and no per-asset setup. The pipeline combines hybrid VLM+CV riggability checking, multi-model face parsing, dense keypoint-driven template registration, procedural inner-mouth construction, and collision-aware blendshape transfer. For non-human characters, OmniFaceRig selects topology-specific face and inner-mouth templates and uses collision-aware inner-mouth fitting to reduce teeth-face intersections without exposing users to category-specific tuning. We also publicly release Omni-Bench, a freely available benchmark dataset of 1,000 biped 3D characters with FACS facial blendshapes and inner-mouth geometry, spanning humans, humanoids, cats, dogs, and other animals. Experiments show high final rigging success on screened Omni-Bench inputs, nearly complete face detection recall from the segmentation ensemble and reliable inner-mouth placement with low penetration. Together, OmniFaceRig provides an automatic path from static generated characters to animation-ready facial rigs across both human and non-human topologies.
Jun 4, 2026cs.RO

PhyRoGen: Synthetic Generation of Physical Robot Manipulation Puzzles Using Procedural Content Generation

Robot manipulation of physical puzzles is important for automatic assembly and disassembly tasks. However, to enable robots to solve physical puzzles, manipulation skills need to be learned, which requires large training datasets, the generation of which is often time consuming and tedious. To overcome this problem, we propose the Physical Robot Manipulation Puzzle Generation framework (PhyRoGen), which leverages procedural content generation (PCG) for automated generation of synthetic datasets of manipulation puzzles. PhyRoGen is a general-purpose puzzle generator, which can generate physical puzzles with interlocking object dependencies, where one articulated object must be manipulated before another can be moved. Based upon PhyRoGen, we define six concrete generators which we use to generate 24 physical puzzles. By using a benchmarking framework, we are able to solve all puzzles in 1 to 300 seconds using sampling-based planning algorithms. Finally, we demonstrate that every generated puzzle is manipulatable by using a KUKA LBR iiwa robot in a physical simulation. This shows that our framework is able to procedurally generate unique, solvable robot manipulation puzzles, which is a crucial ingredient to benchmark manipulation algorithms and to develop robust foundation models.
Jun 1, 2026cs.AI

An Exploration of Collision-based Enemy Morphology Generation

Despite a great deal of prior research into Procedural Content Generation (PCG), relatively little prior work has explored generating enemies for video games. In particular, there is almost no work on generating enemy morphologies, the basic body plan or collision information for in-game enemies, despite the existence of related morphology generation work in robotics. In this paper, we explore three different novel approaches to generate enemy morphologies based on player collision information. We found that each approach provides different strengths and weaknesses, but all had equivalent or better performance than an evolutionary baseline adapted from prior robotics morphology work.
Jun 1, 2026cs.LG

Planar Symmetric Pattern Generation

Generating objects with specific symmetries is essential in various real-world scenarios. However, adapting existing 2D continuous representations to enforce planar group symmetry remains a challenge, as the transformation of non-reflective group elements may disrupt continuity. To overcome this limitation, we propose a symmetrization framework for arbitrary planar groups. Our method transforms any 2D continuous representation into a symmetric one while preserving continuity. We provide the mathematical formulation of this representation, demonstrate its approximation capability for symmetric functions, and detail the construction methodology. We validate our approach through three visual design tasks (pattern design, paper-cutting design and stylized topology design) and one material design task. Experiments confirm that our representation enables effective symmetry control and demonstrate its broader applicability.
May 31, 2026cs.CV

3DCodeBench: Benchmarking Agentic Procedural 3D Modeling Via Code

Procedural 3D modeling through code is emerging as a versatile paradigm, offering deterministic, engine-ready, and precisely editable assets that neural 3D generators inherently lack. Authoring such procedural content, however, demands deep expertise in 3D software APIs, parametric design, and code-level geometric reasoning. In this paper, we propose 3DCodeBench, a systematic benchmark for evaluating vision-language model (VLM) agents for procedural 3D generation in 3D modeling software. Specifically, 3DCodeBench evaluates how effectively 12 advanced VLMs can serve as procedural 3D modelers by translating text and image references into procedural code for 3D modeling software. Recognizing that automated metrics may not fully capture the perceptual quality of 3D shapes, we build 3DCodeArena, a ranking platform based on pairwise human preferences over generated 3D outputs. From extensive evaluations and results, we observe that: (1) Failures mostly arise from API mismatches, while successful renders still suffer from disconnected or floating 3D geometric components. (2) Test-time scaling, such as higher thinking budgets and multi-turn refinement, improves performance overall. Our findings highlight a critical need for high-quality procedural coding data to advance commercial VLMs. Furthermore, effective procedural 3D modeling requires a robust execution environment that provides high-fidelity feedback for iterative refinement. We release 3DCodeBench, including the curated large-scale dataset of multimodal (text/image) prompts, procedural code, 3D object triplets, evaluation protocol, and the public 3DCodeArena platform as a foundational toolkit for exploring VLM-based procedural 3D modelers.