AIMar 7Code
Grounding Machine Creativity in Game Design Knowledge Representations: Empirical Probing of LLM-Based Executable Synthesis of Goal Playable Patterns under Structural ConstraintsHugh Xuechen Liu, Kıvanç Tatar
Creatively translating complex gameplay ideas into executable artifacts (e.g., games as Unity projects and code) remains a central challenge in computational game creativity. Gameplay design patterns provide a structured representation for describing gameplay phenomena, enabling designers to decompose high-level ideas into entities, constraints, and rule-driven dynamics. Among them, goal patterns formalize common player-objective relationships. Goal Playable Concepts (GPCs) operationalize these abstractions as playable Unity engine implementations, supporting experiential exploration and compositional gameplay design. We frame scalable playable pattern realization as a problem of constrained executable creative synthesis: generated artifacts must satisfy Unity's syntactic and architectural requirements while preserving the semantic gameplay meanings encoded in goal patterns. This dual constraint limits scalability. Therefore, we investigate whether contemporary large language models (LLMs) can perform such synthesis under engine-level structural constraints and generate Unity code (as games) structured and conditioned by goal playable patterns. Using 26 goal pattern instantiations, we compare a direct generation baseline (natural language -> C# -> Unity) with pipelines conditioned on a human-authored Unity-specific intermediate representation (IR), across three IR configurations and two open-source models (DeepSeek-Coder-V2-Lite-Instruct and Qwen2.5-Coder-7B-Instruct). Compilation success is evaluated via automated Unity replay. We propose grounding and hygiene failure modes, identifying structural and project-level grounding as primary bottlenecks.
LGMay 8
Mage: Multi-Axis Evaluation of LLM-Generated Executable Game Scenes Beyond Compile-Pass RateHugh Xuechen Liu, Kıvanç Tatar
Compile-pass rate is the dominant evaluation signal for LLM code generation, yet for multi-component domain-specific artifacts it can be actively misleading. We demonstrate this on executable game scene synthesis with a four-axis evaluation protocol (named `Mage') -- compile success, runtime success, structural fidelity, and mechanism adherence -- applied to 858 generation attempts across four open-weight LLMs (7B--30B), 26~hand-crafted Unity goal pattern playable concepts, and two automatically extracted IR granularity levels. Direct NL-to-C\# generation achieves the highest runtime-pass rate (43\% mean) yet produces structurally vacuous scenes (mechanism $F_1 \approx 0.12$). Structural IR conditioning halves the runtime rate but recovers domain-faithful structure ($F_1$ up to 1.00). Within IR conditioning, behavior-only and full-scene granularity are statistically indistinguishable (McNemar $p = 1.0$), indicating input-level granularity saturation. These results show that compile rate is anti-correlated with functional correctness in this domain and that multi-axis evaluation is necessary to detect the divergence. We release the benchmark, replay logs, and per-record metrics for independent verification.
LGSep 26, 2025
AEGIS: Authentic Edge Growth In Sparsity for Link Prediction in Edge-Sparse Bipartite Knowledge GraphsHugh Xuechen Liu, Kıvanç Tatar
Bipartite knowledge graphs in niche domains are typically data-poor and edge-sparse, which hinders link prediction. We introduce AEGIS (Authentic Edge Growth In Sparsity), an edge-only augmentation framework that resamples existing training edges -either uniformly simple or with inverse-degree bias degree-aware -thereby preserving the original node set and sidestepping fabricated endpoints. To probe authenticity across regimes, we consider naturally sparse graphs (game design pattern's game-pattern network) and induce sparsity in denser benchmarks (Amazon, MovieLens) via high-rate bond percolation. We evaluate augmentations on two complementary metrics: AUC-ROC (higher is better) and the Brier score (lower is better), using two-tailed paired t-tests against sparse baselines. On Amazon and MovieLens, copy-based AEGIS variants match the baseline while the semantic KNN augmentation is the only method that restores AUC and calibration; random and synthetic edges remain detrimental. On the text-rich GDP graph, semantic KNN achieves the largest AUC improvement and Brier score reduction, and simple also lowers the Brier score relative to the sparse control. These findings position authenticity-constrained resampling as a data-efficient strategy for sparse bipartite link prediction, with semantic augmentation providing an additional boost when informative node descriptions are available.