Recursive Game Creator: An Agentic Product-Level Experience-Oriented Game Harness

Jiajun Chen, Haoyu Wu, Mingda Jia, Xihui Liu

HKU MMLab · The University of Hong Kong · Shenzhen Loop Area Institute

Published October 6, 2026 · on the feed October 8, 2026 · ▲ 86 · arXiv 2610.08621

Agents3D, worlds & gamesEvaluation & judging arXiv ↗Hugging Face ↗

The abstract

Recent game design agents have made substantial progress in generating playable games. However, program correctness does not ensure an enjoyable experience for players. We present Recursive Game Creator, an experience-oriented harness to advance agentic game development from rough game prototypes into entertaining games. Recursive Game Creator organizes recursive development around four components: Designer, Builder, Player, and Reviewer. The Designer translates user instructions and Reviewer's feedback into detailed plans. The Builder turns these plans into candidate games. The coding-native Player creates and executes reusable policies through programmatic interfaces to efficiently collect diverse gameplay trajectories, mitigating evaluation bias caused by slow GUI-based collection. The Reviewer uses carefully designed trajectory-based metrics to induce player preferences, integrating with visual evidence and explicit textual preferences to evaluate games against game-specific criteria. Finally, the Reviewer accepts the better version and provides improvement reviews for the next round, closing the recursive loop. Our method achieves state-of-the-art overall performance of 77.89 on GameCraft-Bench. On GameASG-Bench, it achieves a strict task success rate of 53.2%, a 34.1% improvement over the same-model baseline, and the highest mean runtime-check pass rate at 93.4% among compared methods. A user study shows longer playtime and higher ratings. Code is coming soon.

The Brief

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A short podcast summary of the paper. Written and voiced by AI.

Transcript

Recursive Game Creator. An Agentic Product-Level Experience-Oriented Game Harness. By Jiajun Chen and three others, from the MMLab at the University of Hong Kong, the University of Hong Kong, and one other institution. Published on the sixth of October.

Game design agents have made substantial progress at generating games that run and can be played. But a program that is correct is not the same thing as a game that is enjoyable. An agent can satisfy every check on whether the code works and still hand a player something rough and dull. The gap is between a prototype and an entertaining game, and correctness alone does not close it.

Recursive Game Creator is a harness aimed at that gap, oriented toward the experience of playing rather than the correctness of the program. It organises development as a loop that repeats, built from four components: a Designer, a Builder, a Player, and a Reviewer. Each round produces a candidate game, plays it, judges it, and feeds the judgment into the next round.

The Designer turns user instructions, and the Reviewer's feedback, into detailed plans. The Builder turns those plans into candidate games. The Player is coding-native: it creates and executes reusable policies through programmatic interfaces, so it can collect diverse gameplay trajectories efficiently. That matters because collecting play slowly through a graphical interface introduces evaluation bias, and the programmatic route mitigates it.

The Reviewer then uses carefully designed metrics computed on those trajectories to infer what players would prefer. It combines that with visual evidence and explicit textual preferences, and evaluates each game against criteria specific to that game. Finally it accepts the better version and writes improvement reviews for the next round, which is what closes the loop.

On GameCraft-Bench, the method reaches a state-of-the-art overall score of seventy-seven point eight nine. On GameASG-Bench, its strict task success rate is fifty-three point two percent, an improvement of thirty-four point one percent over the same-model baseline. Among the compared methods it also has the highest mean runtime-check pass rate, at ninety-three point four percent. A user study adds the human side: longer playtime, and higher ratings. Code is described as coming soon.

What shifts here is the definition of done. Instead of stopping when a game runs, the harness keeps going until a game plays better than the version before it, judged on trajectories a player actually produced.

Paper Quest · 7 chapters · about 39 min

Play this paper

Learn it by doing: make the calls the authors made, guess the result before you see it, and defend it in a viva graded on your own words. Chapter 1 is right here.

Chapter 1 🧩 · The problem

The game runs. Nobody wants to play it. That is the wall.

Your coding agent can build a game that runs and passes every check. But players find it rough and dull: correct code is not the same as an enjoyable game.

The road ahead

  1. 1 · The problem ~6 min A coding agent can build a game that runs and passes its checks, yet players still find it rough and dull.
  2. 2 · What came before ~3 min
  3. 3 · The key idea ~8 min A repeating loop of Designer, Builder, Player and Reviewer plays each version through code, judges the experience, and feeds that judgment into the next version.
  4. 4 · Choose your own research ~3 min
  5. 5 · Build the method ~8 min Each round goes plan, build, play with code policies, review the evidence, then keep the better version and pass reviews on.
  6. 6 · The experiment ~6 min You’ll guess: On GameASG-Bench, what strict task success rate did Recursive Game Creator reach?
  7. 7 · The viva ~5 min Three questions from the examiners, answered in your own words. Win it for the paper’s trophy.
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