# DreamGarden: A Designer Assistant for Growing Games from a Single Prompt

arXiv: https://arxiv.org/abs/2410.01791 · HTML: https://mlsanity.com/paper/2410.01791/

## Key facts

- Cited by 10 papers in the map (data through 14 Oct 2026).
- Builds on 44 of its 134 references that are in the map.
- First posted on arXiv 2 Oct 2024.

## Builds on (most cited first, 30 of 44)

- [Learning Transferable Visual Models From Natural Language Supervision](https://mlsanity.com/paper/2103.00020/) (2021)
- [Llama 2: Open Foundation and Fine-Tuned Chat Models](https://mlsanity.com/paper/2307.09288/) (2023)
- [Hierarchical Text-Conditional Image Generation with CLIP Latents](https://mlsanity.com/paper/2204.06125/) (2022)
- [GLIDE: Towards Photorealistic Image Generation and Editing with Text-Guided Diffusion Models](https://mlsanity.com/paper/2112.10741/) (2021)
- [A Comprehensive Survey on Graph Neural Networks](https://mlsanity.com/paper/1901.00596/) (2019)
- [World Models](https://mlsanity.com/paper/1803.10122/) (2018)
- [Mastering Atari with Discrete World Models](https://mlsanity.com/paper/2010.02193/) (2020)
- [Objaverse-XL: A Universe of 10M+ 3D Objects](https://mlsanity.com/paper/2307.05663/) (2023)
- [Genie: Generative Interactive Environments](https://mlsanity.com/paper/2402.15391/) (2024)
- [StarCoder 2 and The Stack v2: The Next Generation](https://mlsanity.com/paper/2402.19173/) (2024)
- [TEXTure: Text-Guided Texturing of 3D Shapes](https://mlsanity.com/paper/2302.01721/) (2023)
- [Diffusion for World Modeling: Visual Details Matter in Atari](https://mlsanity.com/paper/2405.12399/) (2024)
- [Diffusion Models Are Real-Time Game Engines](https://mlsanity.com/paper/2408.14837/) (2024)
- [Emergent Complexity and Zero-shot Transfer via Unsupervised Environment Design](https://mlsanity.com/paper/2012.02096/) (2020)
- [Text2Tex: Text-driven Texture Synthesis via Diffusion Models](https://mlsanity.com/paper/2303.11396/) (2023)
- [CodeGemma: Open Code Models Based on Gemma](https://mlsanity.com/paper/2406.11409/) (2024)
- [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)
- [Large Language Models and Games: A Survey and Roadmap](https://mlsanity.com/paper/2402.18659/) (2024)
- [PCGRL: Procedural Content Generation via Reinforcement Learning](https://mlsanity.com/paper/2001.09212/) (2020)
- [OMNI-EPIC: Open-endedness via Models of human Notions of Interestingness with Environments Programmed in Code](https://mlsanity.com/paper/2405.15568/) (2024)
- [Scaling Instructable Agents Across Many Simulated Worlds](https://mlsanity.com/paper/2404.10179/) (2024)
- [Level Generation Through Large Language Models](https://mlsanity.com/paper/2302.05817/) (2023)
- [MarioGPT: Open-Ended Text2Level Generation through Large Language Models](https://mlsanity.com/paper/2302.05981/) (2023)
- [Lenia - Biology of Artificial Life](https://mlsanity.com/paper/1812.05433/) (2018)
- [3DALL-E: Integrating Text-to-Image AI in 3D Design Workflows](https://mlsanity.com/paper/2210.11603/) (2022)
- [Learning Controllable Content Generators](https://mlsanity.com/paper/2105.02993/) (2021)
- [LLMR: Real-time Prompting of Interactive Worlds using Large Language Models](https://mlsanity.com/paper/2309.12276/) (2023)
- [TOAD-GAN: Coherent Style Level Generation from a Single Example](https://mlsanity.com/paper/2008.01531/) (2020)
- [ChatGPT and Other Large Language Models as Evolutionary Engines for Online Interactive Collaborative Game Design](https://mlsanity.com/paper/2303.02155/) (2023)

## Built on by (most cited first, 10 of 10)

- [AutoUE: Automated Generation of 3D Games in Unreal Engine via Multi-Agent Systems](https://mlsanity.com/paper/2603.07106/) (2026)
- [JAMER: Project-Level Code Framework Dataset and Benchmark on Professional Game Engines](https://mlsanity.com/paper/2606.19830/) (2026)
- [PuzzleJAX: A Benchmark for Reasoning and Learning](https://mlsanity.com/paper/2508.16821/) (2025)
- [Video Game Level Design as a Multi-Agent Reinforcement Learning Problem](https://mlsanity.com/paper/2510.04862/) (2025)
- [Diverse Planning with Simulators via Linear Temporal Logic](https://mlsanity.com/paper/2510.17418/) (2025)
- [AnimAgents: Coordinating Multi-Stage Animation Pre-Production with Human-Multi-Agent Collaboration](https://mlsanity.com/paper/2511.17906/) (2025)
- [Elsewise: Authoring Open-ended Interactive Narrative with Possibility Space Visualization](https://mlsanity.com/paper/2601.15295/) (2025)
- [High Dimensional Procedural Content Generation](https://mlsanity.com/paper/2602.18943/) (2026)
- [SWE-Game: Can Coding Agents Build the Games We Want?](https://mlsanity.com/paper/2609.33678/) (2026)
- [NarrativeSteward: Coordinating Delegation, Guidance, and Verification in Agent-Assisted Interactive Narrative Authoring](https://mlsanity.com/paper/2609.39333/) (2026)

## Abstract (arXiv)

Coding assistants are increasingly leveraged in game design, both generating code and making high-level plans. To what degree can these tools align with developer workflows, and what new modes of human-computer interaction can emerge from their use? We present DreamGarden, an AI system capable of assisting with the development of diverse game environments in Unreal Engine. At the core of our method is an LLM-driven planner, capable of breaking down a single, high-level prompt -- a dream, memory, or imagined scenario provided by a human user -- into a hierarchical action plan, which is then distributed across specialized submodules facilitating concrete implementation. This system is presented to the user as a garden of plans and actions, both growing independently and responding to user intervention via seed prompts, pruning, and feedback. Through a user study, we explore design implications of this system, charting courses for future work in semi-autonomous assistants and open-ended simulation design.
