# DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraft

arXiv: https://arxiv.org/abs/2404.15538 · HTML: https://mlsanity.com/paper/2404.15538/

## Key facts

- Cited by 17 papers in the map (data through 14 Oct 2026).
- Builds on 48 of its 90 references that are in the map.
- First posted on arXiv 23 Apr 2024.

## Builds on (most cited first, 30 of 48)

- [High-Resolution Image Synthesis with Latent Diffusion Models](https://mlsanity.com/paper/2112.10752/) (2021)
- [Microsoft COCO: Common Objects in Context](https://mlsanity.com/paper/1405.0312/) (2014)
- [Generative Adversarial Networks](https://mlsanity.com/paper/2203.00667/) (2022)
- [DreamFusion: Text-to-3D using 2D Diffusion](https://mlsanity.com/paper/2209.14988/) (2022)
- [Make-A-Video: Text-to-Video Generation without Text-Video Data](https://mlsanity.com/paper/2209.14792/) (2022)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [MineDojo: Building Open-Ended Embodied Agents with Internet-Scale Knowledge](https://mlsanity.com/paper/2206.08853/) (2022)
- [Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos](https://mlsanity.com/paper/2206.11795/) (2022)
- [CLIP-Mesh: Generating textured meshes from text using pretrained image-text models](https://mlsanity.com/paper/2203.13333/) (2022)
- [Emu: Enhancing Image Generation Models Using Photogenic Needles in a Haystack](https://mlsanity.com/paper/2309.15807/) (2023)
- [Emergent Complexity and Zero-shot Transfer via Unsupervised Environment Design](https://mlsanity.com/paper/2012.02096/) (2020)
- [The NetHack Learning Environment](https://mlsanity.com/paper/2006.13760/) (2020)
- [Prioritized Level Replay](https://mlsanity.com/paper/2010.03934/) (2020)
- [Open-Ended Learning Leads to Generally Capable Agents](https://mlsanity.com/paper/2107.12808/) (2021)
- [Evolving Curricula with Regret-Based Environment Design](https://mlsanity.com/paper/2203.01302/) (2022)
- [Human-Timescale Adaptation in an Open-Ended Task Space](https://mlsanity.com/paper/2301.07608/) (2023)
- [Procedural Content Generation via Machine Learning (PCGML)](https://mlsanity.com/paper/1702.00539/) (2017)
- [F2-NeRF: Fast Neural Radiance Field Training with Free Camera Trajectories](https://mlsanity.com/paper/2303.15951/) (2023)
- [Is Attention All That NeRF Needs?](https://mlsanity.com/paper/2207.13298/) (2022)
- [GANcraft: Unsupervised 3D Neural Rendering of Minecraft Worlds](https://mlsanity.com/paper/2104.07659/) (2021)
- [MiniHack the Planet: A Sandbox for Open-Ended Reinforcement Learning Research](https://mlsanity.com/paper/2109.13202/) (2021)
- [PCGRL: Procedural Content Generation via Reinforcement Learning](https://mlsanity.com/paper/2001.09212/) (2020)
- [Illuminating Generalization in Deep Reinforcement Learning through Procedural Level Generation](https://mlsanity.com/paper/1806.10729/) (2018)
- [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)
- [Increasing Generality in Machine Learning through Procedural Content Generation](https://mlsanity.com/paper/1911.13071/) (2019)
- [Understanding Pure CLIP Guidance for Voxel Grid NeRF Models](https://mlsanity.com/paper/2209.15172/) (2022)
- [Obstacle Tower: A Generalization Challenge in Vision, Control, and Planning](https://mlsanity.com/paper/1902.01378/) (2019)
- [Procedural Content Generation through Quality Diversity](https://mlsanity.com/paper/1907.04053/) (2019)
- [Neural Deformable Voxel Grid for Fast Optimization of Dynamic View Synthesis](https://mlsanity.com/paper/2206.07698/) (2022)

## Built on by (most cited first, 17 of 17)

- [Score Distillation via Reparametrized DDIM](https://mlsanity.com/paper/2405.15891/) (2024)
- [LIRM: Large Inverse Rendering Model for Progressive Reconstruction of Shape, Materials and View-dependent Radiance Fields](https://mlsanity.com/paper/2504.20026/) (2025)
- [DreamGarden: A Designer Assistant for Growing Games from a Single Prompt](https://mlsanity.com/paper/2410.01791/) (2024)
- [Grammar-based Game Description Generation using Large Language Models](https://mlsanity.com/paper/2407.17404/) (2024)
- [Craftium: Bridging Flexibility and Efficiency for Rich 3D Single- and Multi-Agent Environments](https://mlsanity.com/paper/2407.03969/) (2024)
- [3D Building Generation in Minecraft via Large Language Models](https://mlsanity.com/paper/2406.08751/) (2024)
- [Word2Minecraft: Generating 3D Game Levels through Large Language Models](https://mlsanity.com/paper/2503.16536/) (2025)
- [MineAnyBuild: Benchmarking Spatial Planning for Open-world AI Agents](https://mlsanity.com/paper/2505.20148/) (2025)
- [AI for Games in the Foundation Model Era](https://mlsanity.com/paper/2609.16679/) (2026)
- [Grammar and Gameplay-aligned RL for Game Description Generation with LLMs](https://mlsanity.com/paper/2503.15783/) (2025)
- [Scaffold Diffusion: Sparse Multi-Category Voxel Structure Generation with Discrete Diffusion](https://mlsanity.com/paper/2509.00062/) (2025)
- [PRISM-XR: Empowering Privacy-Aware XR Collaboration with Multimodal Large Language Models](https://mlsanity.com/paper/2602.10154/) (2026)
- [MV2UV: Generating High-quality UV Texture Maps with Multiview Prompts](https://mlsanity.com/paper/2603.15436/) (2026)
- [A Markovian Framing of WaveFunctionCollapse for Procedurally Generating Aesthetically Complex Environments](https://mlsanity.com/paper/2509.09919/) (2025)
- [High Dimensional Procedural Content Generation](https://mlsanity.com/paper/2602.18943/) (2026)
- [HandDreamer: Zero-Shot Text to 3D Hand Model Generation using Corrective Hand Shape Guidance](https://mlsanity.com/paper/2604.04425/) (2026)
- [ScaffoldM3C: A Multimodal Sequential Monte Carlo Framework for Generative Stable Construction Planning](https://mlsanity.com/paper/2610.00487/) (2026)

## Abstract (arXiv)

Procedural Content Generation (PCG) algorithms enable the automatic generation of complex and diverse artifacts. However, they don't provide high-level control over the generated content and typically require domain expertise. In contrast, text-to-3D methods allow users to specify desired characteristics in natural language, offering a high amount of flexibility and expressivity. But unlike PCG, such approaches cannot guarantee functionality, which is crucial for certain applications like game design. In this paper, we present a method for generating functional 3D artifacts from free-form text prompts in the open-world game Minecraft. Our method, DreamCraft, trains quantized Neural Radiance Fields (NeRFs) to represent artifacts that, when viewed in-game, match given text descriptions. We find that DreamCraft produces more aligned in-game artifacts than a baseline that post-processes the output of an unconstrained NeRF. Thanks to the quantized representation of the environment, functional constraints can be integrated using specialized loss terms. We show how this can be leveraged to generate 3D structures that match a target distribution or obey certain adjacency rules over the block types. DreamCraft inherits a high degree of expressivity and controllability from the NeRF, while still being able to incorporate functional constraints through domain-specific objectives.
