GameUIAgent: An LLM-Powered Framework for Automated Game UI Design with Structured Intermediate Representation
Game UI design requires consistent visual assets across rarity tiers yet remains a predominantly manual process. We present GameUIAgent, an LLM-powered agentic framework that translates natural language descriptions into editable Figma designs via a Design Spec JSON intermediate representation. A six-stage neuro-symbolic pipeline combines LLM generation, deterministic post-processing, and a Vision-Language Model (VLM)-guided Reflection Controller (RC) for iterative self-correction with guaranteed non-regressive quality. Evaluated across 110 test cases, three LLMs, and three UI templates, cross-model analysis establishes a game-domain failure taxonomy (rarity-dependent degradation; visual emptiness) and uncovers two key empirical findings. A Quality Ceiling Effect (Pearson r=-0.96, p<0.01) suggests that RC improvement is bounded by headroom below a quality threshold -- a visual-domain counterpart to test-time compute scaling laws. A Rendering-Evaluation Fidelity Principle reveals that partial rendering enhancements paradoxically degrade VLM evaluation by amplifying structural defects. Together, these results establish foundational principles for LLM-driven visual generation agents in game production.
Code (0)
등록된 구현이 없습니다.
Similar Papers 제목 키워드 기반
Automatic Bug Detection in LLM-Powered Text-Based Games Using LLMs
Advancements in large language models (LLMs) are revolutionizing interactive game design, enabling dynamic plotlines and interactions between players and non-player characters (NPCs). However, LLMs may exhibit flaws such…
Game Designtext-based gamesLETGAMES: An LLM-Powered Gamified Approach to Cognitive Training for Patients with Cognitive Impairment
The application of games as a therapeutic tool for cognitive training is beneficial for patients with cognitive impairments. However, effective game design for individual patient is resource-intensive. To this end, we pr…
BugCraft: End-to-End Crash Bug Reproduction Using LLM Agents in Minecraft
Reproducing game bugs, in our case crash bugs in continuously evolving games like Minecraft, is a notoriously manual, time-consuming, and challenging process to automate. Despite the success of LLM-driven bug reproductio…
MinecraftFlashAdventure: A Benchmark for GUI Agents Solving Full Story Arcs in Diverse Adventure Games
GUI agents powered by LLMs show promise in interacting with diverse digital environments. Among these, video games offer a valuable testbed due to their varied interfaces, with adventure games posing additional challenge…
Game Plot Design with an LLM-powered Assistant: An Empirical Study with Game Designers
We introduce GamePlot, an LLM-powered assistant that supports game designers in crafting immersive narratives for turn-based games, and allows them to test these games through a collaborative game play and refine the plo…