Game Coding with Language Models: A New Era
Large language models are changing how we create video game code.
Manuel Eberhardinger, James Goodman, Alexander Dockhorn, Diego Perez-Liebana, Raluca D. Gaina, Duygu Çakmak, Setareh Maghsudi, Simon Lucas
― 6 min read
Table of Contents
- The Big Idea Behind Language Models
- Getting to Know the Models
- The Fun Experiment: Mini Atari Games
- Seaquest
- Freeway
- Asterix
- Space Invaders
- Breakout
- Results of the Mini Games
- Vehicle Driving Challenge
- Baba Is You: The Puzzle Game
- Procedural Content Generation
- The Tabletop Games Framework
- Results from TAG
- Challenges and Limitations
- Insights and Next Steps
- Conclusion
- Original Source
- Reference Links
In the world of gaming, the code behind the scenes is as important as the graphics and the sound. It’s like the secret sauce that makes everything tick. Recently, large Language Models (LLMs) have jumped into the spotlight, showing they can help write code for video games. This new tool offers a chance to make game programming a bit more accessible, turning ideas into action without needing a PhD in computer science.
The Big Idea Behind Language Models
Language models are like really clever parrots. They learn from tons of text and can then mimic language patterns very well. These models have shown they can understand and generate programming code, which opens a whole new level of possibilities for making games. Instead of slogging through thousands of lines of code, developers can now lean on these models to whip up functioning code that can be tested in games.
Getting to Know the Models
Our testing focused on two Programming Languages: Python and Java. Each language has its unique quirks and strengths, much like choosing between a cat and a dog. Python is known for its simplicity and readability, making it a favorite among beginners. Java, on the other hand, is robust and widely used in large applications, so it’s like having a dependable friend on a long trip.
To get the models to work, we provided them with tasks ranging from simple games to more complex puzzles. For example, we used mini versions of popular Atari games and a tabletop games framework called TAG. The idea was to see how well these language models could perform across different types of games.
The Fun Experiment: Mini Atari Games
One part of our experiment involved five mini versions of classic Atari games. These games were simplified to work on a small grid, allowing for quick testing. Here’s a glimpse at what happened in this little playground:
Seaquest
In this underwater adventure, players control a submarine that must save divers while battling enemy submarines and sharks. Success meant rescuing divers and keeping the bad guys at bay. The LLMs were tasked with writing a function, a piece of code that would allow the submarine to perform these actions in the game.
Freeway
Here, players take on the role of a chicken trying to cross a busy road. The challenge is to avoid all the speeding cars. The LLMs had to create code that would guide the chicken safely across, earning points for every successful crossing.
Asterix
This game has players collecting gold while dodging enemies. The LLMs needed to write a strategy that would allow players to gather as much gold as possible without getting caught.
Space Invaders
Players control a cannon that shoots aliens while trying to avoid enemy bullets. The LLMs needed to generate code that effectively targeted and eliminated the alien threats while managing the cannon’s movements.
Breakout
In this game, the goal is to bounce a ball off a paddle to break bricks. The LLMs had to create smart strategies for how the paddle should move to keep the ball in play and destroy all the bricks.
Results of the Mini Games
Each game was a test of skill for the LLMs. The average rewards showed how well each model performed. The findings revealed that bigger models often produced better results—because who doesn’t like bigger sandwiches? However, in some cases, smaller models outshone their larger relatives, proving that size isn’t everything.
Vehicle Driving Challenge
Next up was a driving game inspired by classic asteroid themes. Participants had to control a spaceship and navigate it to a target location. In this task, the LLMs had to devise a plan to avoid overshooting the target and crashing into space debris.
They generated code to pilot the ship, but many programs struggled to come to a stop. This challenge revealed that even the best of the models sometimes hit a wall—metaphorically speaking, of course.
Baba Is You: The Puzzle Game
Baba is You is a more complex puzzle game where players manipulate rules to achieve their goals. The LLMs had to write code that interpreted these shifting rules and executed moves based on the current game state. This was no walk in the park. Many of the models struggled to create or destroy rules, which highlighted the complexity of the task.
Procedural Content Generation
In another experiment, we challenged the models to generate mazes. The goal was to create interesting mazes with twists and turns. The models were prompted to use algorithms that would maximize the distance between two points in the maze. While some generated overly simplistic designs, others produced fascinating results.
The best outputs came from a few models that showed creativity in maze design, while others failed to produce valid mazes altogether. It was a mixed bag, revealing how varied results can be when asking models to create new content.
The Tabletop Games Framework
The TAG framework introduced new challenges as players engaged in multiplayer tabletop games. In these games, LLMs had to write heuristic functions to evaluate game states. This task required more intricate thinking than previous challenges, as the models had to consider the actions of multiple players.
Using automatic rulebook digestion, the models could digest game rules from PDFs and generate strategies based on those rules. This added a layer of complexity, as the models needed to adapt their code to different game mechanics.
Results from TAG
The performances of the language models varied greatly in this environment. Some models managed to generate code that performed well in tournaments, while others struggled to create any functioning code. Teams of models were evaluated based on how well they executed their strategies in gameplay.
Challenges and Limitations
While the results were promising, it wasn’t all sunshine and rainbows. The models struggled with complex tasks, like driving in our vehicle challenge, where many failed to stop correctly. Additionally, some models had difficulties generating working code due to issues with API complexity or failing to account for simple edge cases.
Insights and Next Steps
This exploration into using language models for program synthesis in gaming opens the door to many possibilities. By running numerous iterations on a task, it’s possible to gather a wide array of outputs. This diversity is beneficial in finding effective solutions.
However, there’s still a long road ahead to fully harness the power of these models. Improved prompting strategies and more sophisticated search algorithms could yield better results in future experiments. Furthermore, it’s essential to use a variety of models, as different approaches can lead to unique outcomes.
Conclusion
In summary, the use of large language models for game code generation shows great promise. While there are challenges to overcome, the journey has revealed potential avenues for future research and applications. Whether crafting new games or improving existing ones, these models can be valuable allies in the world of gaming. And who knows, maybe one day, we’ll have a model that can generate the ultimate game—a chicken crossing the road without any cars in sight!
Original Source
Title: From Code to Play: Benchmarking Program Search for Games Using Large Language Models
Abstract: Large language models (LLMs) have shown impressive capabilities in generating program code, opening exciting opportunities for applying program synthesis to games. In this work, we explore the potential of LLMs to directly synthesize usable code for a wide range of gaming applications, focusing on two programming languages, Python and Java. We use an evolutionary hill-climbing algorithm, where the mutations and seeds of the initial programs are controlled by LLMs. For Python, the framework covers various game-related tasks, including five miniature versions of Atari games, ten levels of Baba is You, an environment inspired by Asteroids, and a maze generation task. For Java, the framework contains 12 games from the TAG tabletop games framework. Across 29 tasks, we evaluated 12 language models for Python and 8 for Java. Our findings suggest that the performance of LLMs depends more on the task than on model size. While larger models generate more executable programs, these do not always result in higher-quality solutions but are much more expensive. No model has a clear advantage, although on any specific task, one model may be better. Trying many models on a problem and using the best results across them is more reliable than using just one.
Authors: Manuel Eberhardinger, James Goodman, Alexander Dockhorn, Diego Perez-Liebana, Raluca D. Gaina, Duygu Çakmak, Setareh Maghsudi, Simon Lucas
Last Update: 2024-12-05 00:00:00
Language: English
Source URL: https://arxiv.org/abs/2412.04057
Source PDF: https://arxiv.org/pdf/2412.04057
Licence: https://creativecommons.org/licenses/by/4.0/
Changes: This summary was created with assistance from AI and may have inaccuracies. For accurate information, please refer to the original source documents linked here.
Thank you to arxiv for use of its open access interoperability.
Reference Links
- https://github.com/ManuelEberhardinger/Benchmarking-Language-Model-Based-Program-Search-for-Games
- https://github.com/PrismarineJS/mineflayer/tree/master
- https://platform.openai.com/docs/models
- https://docs.mistral.ai/getting-started/models/models_overview/
- https://docs.anthropic.com/en/docs/about-claude/models
- https://ai.google.dev/gemini-api/docs/models/gemini
- https://docs.langchain4j.dev
- https://openai.com/index/openai-o1-mini-advancing-cost-efficient-reasoning/
- https://github.com/ADockhorn/Keke-AI-PY