English

Fly, Fail, Fix: Iterative Game Repair with Reinforcement Learning and Large Multimodal Models

Artificial Intelligence 2025-07-18 v1 Machine Learning

Abstract

Game design hinges on understanding how static rules and content translate into dynamic player behavior - something modern generative systems that inspect only a game's code or assets struggle to capture. We present an automated design iteration framework that closes this gap by pairing a reinforcement learning (RL) agent, which playtests the game, with a large multimodal model (LMM), which revises the game based on what the agent does. In each loop the RL player completes several episodes, producing (i) numerical play metrics and/or (ii) a compact image strip summarising recent video frames. The LMM designer receives a gameplay goal and the current game configuration, analyses the play traces, and edits the configuration to steer future behaviour toward the goal. We demonstrate results that LMMs can reason over behavioral traces supplied by RL agents to iteratively refine game mechanics, pointing toward practical, scalable tools for AI-assisted game design.

Keywords

Cite

@article{arxiv.2507.12666,
  title  = {Fly, Fail, Fix: Iterative Game Repair with Reinforcement Learning and Large Multimodal Models},
  author = {Alex Zook and Josef Spjut and Jonathan Tremblay},
  journal= {arXiv preprint arXiv:2507.12666},
  year   = {2025}
}

Comments

Published at Reinforcement Learning and Video Games workshop https://sites.google.com/view/rlvg-workshop-2025/home

R2 v1 2026-07-01T04:05:11.197Z