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This research addresses a critical bottleneck in AI-driven game development by introducing GameGo, a framework that synthesizes comprehensive product requirements from sparse prompts using synthetic trajectories anchored in real-world assets. By training on 55,060 development paths across various dimensions, the resulting model demonstrates significant improvements in generating complete mechanics and cohesive gameplay flows compared to existing baselines. The release of open-source models and datasets marks a tangible step forward for coding agents capable of end-to-end game synthesis without relying on complex multi-turn workflows.
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GAMEGO: Training Game-Dev Agents with Synthetic Trajectories Anchored in Real-World Assets

arXiv2 min read

arXiv:2610.06910v1 Announce Type: new Abstract: Recent advances in Large Language Models (LLMs) have demonstrated remarkable capabilities in web front-end execution, with browser-based game generation emerging as a particularly prominent frontier. While previous efforts frequently rely on complex multi-turn workflows or focus on static game evaluation benchmarks, this work targets direct end-to-end real-world game synthesis driven by coding agents. However, generating complex games directly from sparse user queries often forces coding agents to make underspecified assumptions, yielding incomplete mechanics, disconnected gameplay flows, and limited visual aesthetics. To resolve this issue, this paper presents GameGo, a scalable framework that systematically transforms brief game seeds into comprehensive Product Requirements Documents grounded in industry game-development practices. To retain core gameplay constraints without restricting design exploration, GameGo uses task-specific dynamic compression to maximize information density while preserving instruction following. Based on this pipeline, GameGoData is constructed with 55,060 development trajectories across 2D, 2.5D, and 3D games, alongside GameGoBench, a benchmark comprising 124 diverse game queries. Training GameGoCoder on GameGoData yields a model that outperforms matched baselines and is comparable to frontier models across gamedev benchmarks. All code, datasets, and models will be made publicly available.

Abstract:Recent advances in Large Language Models (LLMs) have demonstrated remarkable capabilities in web front-end execution, with browser-based game generation emerging as a particularly prominent frontier. While previous efforts frequently rely on complex multi-turn workflows or focus on static game evaluation benchmarks, this work targets direct end-to-end real-world game synthesis driven by coding agents. However, generating complex games directly from sparse user queries often forces coding agents to make underspecified assumptions, yielding incomplete mechanics, disconnected gameplay flows, and limited visual aesthetics. To resolve this issue, this paper presents GameGo, a scalable framework that systematically transforms brief game seeds into comprehensive Product Requirements Documents grounded in industry game-development practices. To retain core gameplay constraints without restricting design exploration, GameGo uses task-specific dynamic compression to maximize information density while preserving instruction following. Based on this pipeline, GameGoData is constructed with 55,060 development trajectories across 2D, 2.5D, and 3D games, alongside GameGoBench, a benchmark comprising 124 diverse game queries. Training GameGoCoder on GameGoData yields a model that outperforms matched baselines and is comparable to frontier models across gamedev benchmarks. All code, datasets, and models will be made publicly available.

Artificial Intelligence (cs.AI)

arXiv:2610.06910 [cs.AI]

(or arXiv:2610.06910v1 [cs.AI] for this version)

https://doi.org/10.48550/arXiv.2610.06910 Focus to learn more arXiv-issued DOI via DataCite

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Full text under the publisher's open licence · 277 words

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