English

Real-Time World Crafting: Generating Structured Game Behaviors from Natural Language with Large Language Models

Human-Computer Interaction 2025-10-21 v1 Computation and Language

Abstract

We present a novel architecture for safely integrating Large Language Models (LLMs) into interactive game engines, allowing players to "program" new behaviors using natural language. Our framework mitigates risks by using an LLM to translate commands into a constrained Domain-Specific Language (DSL), which configures a custom Entity-Component-System (ECS) at runtime. We evaluated this system in a 2D spell-crafting game prototype by experimentally assessing models from the Gemini, GPT, and Claude families with various prompting strategies. A validated LLM judge qualitatively rated the outputs, showing that while larger models better captured creative intent, the optimal prompting strategy is task-dependent: Chain-of-Thought improved creative alignment, while few-shot examples were necessary to generate more complex DSL scripts. This work offers a validated LLM-ECS pattern for emergent gameplay and a quantitative performance comparison for developers.

Keywords

Cite

@article{arxiv.2510.16952,
  title  = {Real-Time World Crafting: Generating Structured Game Behaviors from Natural Language with Large Language Models},
  author = {Austin Drake and Hang Dong},
  journal= {arXiv preprint arXiv:2510.16952},
  year   = {2025}
}

Comments

16 pages, 11 figures (including appendix). To be presented at the 5th Wordplay @ EMNLP workshop (2025)