用一句话提示生成游戏,AI自动拆解并实现。
DreamGarden: A Designer Assistant for Growing Games from a Single Prompt
- 大模型将用户一句话构想分解为分层任务计划。
- 系统在虚幻引擎中实现多样游戏环境的自动生成。
- 支持用户通过种子、修剪和反馈动态干预生成过程。
代码助手在游戏设计中被广泛用于生成代码和制定高层规划。这些工具如何契合开发者工作流?又会催生何种新型人机交互模式?我们提出 DreamGarden,一个能够在虚幻引擎中协助构建多样化游戏环境的AI系统。其核心是一个由大语言模型驱动的规划器,能将用户提供的单一高阶提示(如梦境、记忆或想象场景)分解为分层行动方案,并交由专用子模块执行具体实现。该系统以“计划与动作之园”形式呈现,各部分可独立生长,也可响应用户的种子提示、修剪操作及反馈进行调整。通过用户研究,我们探索了该系统的设 计影响,并为半自主助手与开放性模拟设计的未来工作指明方向。
原文摘要 · Abstract (English)
Coding assistants are increasingly leveraged in game design, both generating code and making high-level plans. To what degree can these tools align with developer workflows, and what new modes of human-computer interaction can emerge from their use? We present DreamGarden, an AI system capable of assisting with the development of diverse game environments in Unreal Engine. At the core of our method is an LLM-driven planner, capable of breaking down a single, high-level prompt -- a dream, memory, or imagined scenario provided by a human user -- into a hierarchical action plan, which is then distributed across specialized submodules facilitating concrete implementation. This system is presented to the user as a garden of plans and actions, both growing independently and responding to user intervention via seed prompts, pruning, and feedback. Through a user study, we explore design implications of this system, charting courses for future work in semi-autonomous assistants and open-ended simulation design.
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