# Zero-Shot Reasoning: Personalized Content Generation Without the Cold Start Problem

arXiv: https://arxiv.org/abs/2402.10133 · HTML: https://mlsanity.com/paper/2402.10133/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Placed in Reasoning for agents, planning and code, one of 17 directions in LLM reasoning.
- Builds on 11 of its 51 references that are in the map.
- First posted on arXiv 15 Feb 2024.

## Placed in

- LLM reasoning / [Reasoning for agents, planning and code](https://mlsanity.com/lr/reasoning-for-agents-planning-and-code/)

## Builds on (most cited first, 11 of 11)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Language Models are Few-Shot Learners](https://mlsanity.com/paper/2005.14165/) (2020)
- [GPT-4 Technical Report](https://mlsanity.com/paper/2303.08774/) (2023)
- [Large Language Models are Zero-Shot Reasoners](https://mlsanity.com/paper/2205.11916/) (2022)
- [Finetuned Language Models Are Zero-Shot Learners](https://mlsanity.com/paper/2109.01652/) (2021)
- [Google's Multilingual Neural Machine Translation System: Enabling Zero-Shot Translation](https://mlsanity.com/paper/1611.04558/) (2016)
- [Procedural Content Generation via Machine Learning (PCGML)](https://mlsanity.com/paper/1702.00539/) (2017)
- [Deep Learning for Procedural Content Generation](https://mlsanity.com/paper/2010.04548/) (2020)
- [Level Generation Through Large Language Models](https://mlsanity.com/paper/2302.05817/) (2023)
- [Better Zero-Shot Reasoning with Self-Adaptive Prompting](https://mlsanity.com/paper/2305.14106/) (2023)
- [ChatGPT4PCG Competition: Character-like Level Generation for Science Birds](https://mlsanity.com/paper/2303.15662/) (2023)

## Built on by (most cited first, 1 of 1)

- [GPT for Games: An Updated Scoping Review (2020-2024)](https://mlsanity.com/paper/2411.00308/) (2024)

## Abstract (arXiv)

Procedural content generation uses algorithmic techniques to create large amounts of new content for games at much lower production costs. In newer approaches, procedural content generation utilizes machine learning. However, these methods usually require expensive collection of large amounts of data, as well as the development and training of fairly complex learning models, which can be both extremely time-consuming and expensive. The core of our research is to explore whether we can lower the barrier to the use of personalized procedural content generation through a more practical and generalizable approach with large language models. Matching game content with player preferences benefits both players, who enjoy the game more, and developers, who increasingly depend on players enjoying the game before being able to monetize it. Therefore, this paper presents a novel approach to achieving personalization by using large language models to propose levels based on the gameplay data continuously collected from individual players. We compared the levels generated using our approach with levels generated with more traditional procedural generation techniques. Our easily reproducible method has proven viable in a production setting and outperformed levels generated by traditional methods in the probability that a player will not quit the game mid-level.
