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

May 28, 2026cs.AI

Procedural Generation of First Person Shooter Maps using Map-Elites

We investigate the application of MAP-Elites (a well-known quality diversity algorithm) to design levels for First-Person Shooter (FPS) games. We consider two well-known map representations (All-Black and Grid-Graph) and introduce two novel representations (Point-Line and Spatial-Layout) that improve the characterization of FPS maps. We define a series of metrics to describe maps' topological properties (which solely depend on maps' layout), and emergent properties (which must be evaluated through actual gameplay). We perform an in-depth analysis to identify the most suitable features to guide MAP-Elites illumination process. We apply MAP-Elites with Sliding Boundaries (MESB) to evolve populations of FPS maps. Our results show that the new representations can generate maps with higher diversity and quality than the representations previously used for evolving FPS maps.
May 13, 2026cs.AI

Learning Local Constraints for Reinforcement-Learned Content Generators

Constraint-based game content generators that learn local constraints from existing content, such as Wave Function Collapse (WFC), can generate visually satisfying game levels but face challenges in optimizing global properties, such as playability. On the other hand, reinforcement-learning-trained generators can optimize global properties---because such properties can easily be included in reward functions---but the results can be visually dissatisfying. In this paper, we explore ways to combine these methods. Specifically, we constrain the action space of a PCGRL generator with constraints learned by WFC, effectively allowing the PCGRL generator to achieve global properties while being forced to adhere to local constraints. To better analyze how this hybrid content generation method operates, we vary the number and type of inputs, and we test whether to randomly collapse the starting state and exclude rare patterns. While the method is sensitive to hyperparameter tuning, the best of our trained generators produce visually satisfying and playable puzzle-platform game levels---such as Lode Runner levels---with desired global properties.
May 8, 2026cs.SE

Mazocarta: A Seeded Procedural Deckbuilder for Instrumented Game Development

Mazocarta is a seeded procedural tactical deckbuilder implemented in Rust, compiled to WebAssembly for browser play, and executable natively for simulation. Its primary technical contribution is not the invention of a new deckbuilding genre, but the construction of an instrumented game-development reference artifact: the same rules engine supports interactive play, native command-line simulation, automated end-to-end tests, save/load fixtures, and local-area multiplayer. This paper describes Mazocarta's architecture, deterministic run model, reproducible balance probes, and QR-mediated WebRTC pairing for local multiplayer. An evaluation snapshot over 1,000 deterministic seeds shows that the simulation pipeline can produce reproducible development signals. In the evaluated configuration, single-player and two-player autoplay win rates were 36.1% and 34.9% over 1,000 deterministic seeds, respectively. These rates are not presented as final player-facing balance metrics, but as repeatable probes for future balance shifts and regressions. Mazocarta is positioned as a playable open-source reference artifact for instrumented game development: deterministic regression checks, automated playtesting workflows, balance probes for game mechanics, and browser-native local multiplayer all exercise one shared production rules core.
May 3, 2026cs.AI

Runtime Evaluation of Procedural Content Generation in an Endless Runner Game Using Autonomous Agents

Procedural Content Generation (PCG) enables game content to be created algorithmically without direct manual level-design effort, but it introduces a serious evaluation problem: generated content may become unbalanced, blocked, repetitive, or technically unsolvable. This paper presents Momentum, an endless-runner game that integrates runtime terrain generation, environment object spawning, and autonomous agent-based evaluation into a single gameplay loop. Ground tiles and environmental objects are generated dynamically as the player advances, object placement follows a constraint-driven mechanism inspired by Wave Function Collapse (WFC), and the runtime navigation surface is rebuilt asynchronously to remain consistent with the streamed environment. Two autonomous evaluation agents move ahead of the player and inspect the generated path: an aerial scanner that examines the corridor geometrically, and a ground-traversal agent that validates the same region from a navigational perspective. The evaluation pipeline combines ray casting, volumetric physics sweeps, obstacle-layer filtering, and structured crash reporting to identify problematic generated scenarios before they reach the player. The work demonstrates how generation and validation can be unified within the same runtime loop, rather than treating evaluation as a separate offline pass. Around this implementation, the paper formulates a measurable evaluation framework along the canonical PCG axes of playability, diversity, controllability, and runtime performance, derives a structural saturation bound on the spawner from its own placement constraints, and quantifies the per-segment scanning cost of the agents from first principles.
May 2, 2026cs.HC

The Garden of Forking Paths: Threading Narrative Archetype as a Semantic Signal Through Gameplay Planning

Generative models can produce individual game facets, but whole-game generation remains an orchestration problem: narrative, level structure, encounters, objectives, rewards, and visuals must express shared intent. We present Forking Garden, a branching game generation system that uses narrative archetype as a persistent semantic signal across the generation pipeline. Narrative progression is represented as soft Rise/Fall states; candidate plot nodes are generated before structural constraints assemble archetype-conforming graphs. The same state then conditions encounter composition, objectives, rewards, and runtime difficulty adaptation, while a shared symbolic schema preserves narrative entities and gameplay configurations through content instantiation. Across 10 storylines, generated paths exhibit distinguishable archetypal trajectories, narrative threat predicts damage taken by a threat-blind combat agent, and generate-first-constrain-later yields 2.6 times the entity diversity of a hierarchical baseline. A 16-participant study further suggests that propagated Rise/Fall distinctions can remain meaningful during play, while also supporting narrative understanding and creator-oriented interpretation.
Apr 30, 2026cs.AI

From LLM-Driven Trading Card Generation to Procedural Relatedness: A Pokémon Case Study

Since the dawn of Trading Card Games, the genre has grown into a multi-billion-dollar industry engaging millions of analog and digital players worldwide. Popular TCGs rely on regular updates, balance adjustments, and rotating constraints to sustain engagement. Yet, as metagames stabilize, predictable strategies dominate and viable card options diminish, often resulting in repetitive and impaired player experiences. This paper investigates the use of Large Language Models and Image Diffusion Models for Procedural Content Generation of TCG cards, addressing these challenges by enabling a personalized infinity of card designs. Modern generative AI not only enables large-scale content creation but could even introduce procedural relatedness, fostering unique connections between players and their cards. We present a pipeline combining player-centric co-creation, fine-tuned embeddings, local LLMs, and Diffusion Models to generate dynamic, personalized cards while potentially expanding creative range. We evaluated the pipeline in a user study with 49 participants who generated 196 Pokémon card samples. Participants rated aesthetics and representativeness of visuals and mechanics, and provided qualitative feedback. Results show high satisfaction and indicate that most participants successfully realized their own ideas through prompt adjustments. These findings lay groundwork for future content generation systems and alternatives to conventional metagame evolution through procedural relatedness.
Apr 29, 2026cs.CV

ProcFunc: Function-Oriented Abstractions for Procedural 3D Generation in Python

We introduce ProcFunc, a library for Blender-based procedural 3D generation in Python. ProcFunc provides a library of easy-to-use Python functions, which streamline creating, combining, analyzing, and executing procedural generation code. ProcFunc makes it easy to create large-scale diverse training data, by combinatorial compositions of semantic components. VLMs can use ProcFunc to edit procedural material and geometry code and can create new procedural code with significantly fewer coding errors. Finally, as an example use case, we use ProcFunc to develop a new procedural generator of indoor rooms, which includes a collection of new compositional procedural materials. We demonstrate the detail, runtime efficiency, and diversity of this room generator, as well as its use for 3D synthetic data generation. Please visit https://github.com/princeton-vl/procfunc for source code.
Apr 28, 2026cs.CL

From World-Gen to Quest-Line: A Dependency-Driven Prompt Pipeline for Coherent RPG Generation

Large Language Models (LLMs) have shown strong potential for narrative generation, but their use in complex, multi-layered role-playing game (RPG) worlds is still limited by issues of coherence, controllability, and structural consistency. This paper explores a dependency-aware, multi-stage prompt pipeline for procedural RPG content generation that models narrative dependencies through structured intermediate representations. The approach decomposes generation into sequential stages: world building, non-player character creation, player character creation, campaign-level quest planning, and quest expansion. Each stage conditions on structured JSON outputs from previous stages. By enforcing schemas and explicit data flow, the pipeline reduces narrative drift, limits hallucinations, and supports scalable creation of interconnected narrative elements. The system is evaluated qualitatively through human-centered analysis across multiple independent runs. Outputs are assessed using criteria such as structural completeness, internal consistency, narrative coherence, diversity, and actionability. Results show that the pipeline consistently generates logically sound and structurally valid RPG content, without quality degradation as complexity increases. Separating high-level campaign planning from detailed quest expansion improves both global structure and local storytelling. These findings suggest that dependency-aware prompt pipelines with structured intermediate representations are an effective design pattern for LLM-based procedural content generation. This approach may also generalize to other domains requiring sequential reasoning over evolving contextual states.
Apr 11, 2026cs.CV

Authoring for Living Worlds: Tool-Constrained LLM Agents for Executable Multi-Actor Scenarios

We use LLM agents to author executable specifications for a living world: formal Graphs of Events in Space and Time (GESTs) that a 3D game engine executes deterministically into multi-actor narrative videos, with per-frame spatial, temporal, and semantic ground truth as a byproduct of execution. This inverts the dominant paradigm of LLM agents driving neural video generators, which emit pixels with no semantic guarantees and no annotations. Authoring is the hard problem: the world's capability registry cannot be enumerated in a context window, validity of an action depends on accumulated world state, and a staged refinement pipeline driving GPT-5 through six validated stages produced zero executable specifications in 50 attempts. Our hierarchical Director / Scene Builder architecture instead operates through a constraint-enforcing tool layer, in which exploration tools paginate the registry and building tools validate every operation against simulator state, so every emitted specification is executable by construction. Driving a far smaller model (Claude Haiku 4.5), the system executes 20 of 25 attempts (80%) when seeded with a target narrative text. Because each seed text derives from a source graph, we can measure how faithfully the agent reconstructs specified intent: event-level F1 reaches 0.83 against a 0.55 matched-random floor, and sequential structure 0.77 against 0.43, with the residual gap dominated by information the text itself drops.
Apr 6, 2026cs.CV

SimpleProc: Fully Procedural Synthetic Data from Simple Rules for Multi-View Stereo

Generating procedural synthetic data for multi-view stereo (MVS) usually requires writing complex rules to match the realism of curated datasets. We demonstrate that we can generate effective training data using SimpleProc: a new, fully procedural generator driven by a very small set of rules based on Non-Uniform Rational Basis Splines (NURBS), as well as simple displacement and texture patterns. At a modest scale of 8,000 images, our approach achieves superior results compared to manually curated images at the same scale sourced from games and real-world objects. When scaled to 352,000 images, our approach achieves similar, and in some benchmarks, even better results than the current state-of-the-art trained on over 692,000 manually curated images. The source code and the data are available at https://github.com/princeton-vl/SimpleProc.
Mar 18, 2026cs.LG

DiscoGen: Procedural Generation of Algorithm Discovery Tasks in Machine Learning

Automating the development of machine learning algorithms has the potential to unlock new breakthroughs. However, our ability to improve and evaluate algorithm discovery systems has thus far been limited by existing task suites. They suffer from many issues, such as: poor evaluation methodologies; data contamination; and containing saturated or very similar problems. Here, we introduce DiscoGen, a procedural generator of algorithm discovery tasks for machine learning, such as developing optimisers for reinforcement learning or loss functions for image classification. Motivated by the success of procedural generation in reinforcement learning, DiscoGen spans billions of tasks of varying difficulty and complexity from a range of machine learning fields. These tasks are specified by a small number of configuration parameters and can be used to optimise algorithm discovery agents (ADAs). We present DiscoBench, a fixed, small subset of DiscoGen tasks for principled evaluation of ADAs. Finally, we propose a number of ambitious, impactful research directions enabled by DiscoGen, and demonstrate its use for ADA optimisation through scaling experiments for automated prompt tuning. DiscoGen is released open-source at https://github.com/AlexGoldie/discogen.
Date pendingcs.NE

Programmable Cellular Automata

Cellular automata is a local computation paradigm where complex behavior can arise from local interactions between simple functions. This paradigm has been used to explain many systems such as biological processes, traffic simulation, computer networks, etc. In games, cellular automata have been used in games such as SimCity and for the generation of spatial content such as caves or dungeons. However, creating effective local rules is hard and unintuitive. Cellular automata can be effectively evolved, but may still be hard to interpret. In this work, we introduce the concept of programmable cellular automata, where we represent the system as Python code. We also modularize the cellular automata into local functions and a decision function. Local functions take a local neighborhood and return a value, while the decision function takes the output of the local functions and decides the value of the next state. Separating the cellular automata into modules written in Python helps with understanding how these systems are working. We also explore adding global functions where they take the whole state and compute a function from it. We tested generating levels for three different games from the PCG Benchmark. The results showed that global functions decrease the number of iterations that cellular automata need to solve a problem, and that we cannot find solutions for some problems with purely local functions. Looking into the generated functions, we can see common functions that have been used in different experiments, which not only helps us understand the generator but also helps us understand these games better and what is important for them.