# Instruction-Driven Game Engine: A Poker Case Study

arXiv: https://arxiv.org/abs/2410.13441 · HTML: https://mlsanity.com/paper/2410.13441/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 27 of its 42 references that are in the map.
- First posted on arXiv 17 Oct 2024.

## Builds on (most cited first, 27 of 27)

- [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)
- [Training language models to follow instructions with human feedback](https://mlsanity.com/paper/2203.02155/) (2022)
- [The Llama 3 Herd of Models](https://mlsanity.com/paper/2407.21783/) (2024)
- [Exploring the Limits of Transfer Learning with a Unified Text-to-Text Transformer](https://mlsanity.com/paper/1910.10683/) (2019)
- [Efficient Memory Management for Large Language Model Serving with PagedAttention](https://mlsanity.com/paper/2309.06180/) (2023)
- [Longformer: The Long-Document Transformer](https://mlsanity.com/paper/2004.05150/) (2020)
- [Playing Atari with Deep Reinforcement Learning](https://mlsanity.com/paper/1312.5602/) (2013)
- [Efficient Streaming Language Models with Attention Sinks](https://mlsanity.com/paper/2309.17453/) (2023)
- [Baichuan 2: Open Large-scale Language Models](https://mlsanity.com/paper/2309.10305/) (2023)
- [MineDojo: Building Open-Ended Embodied Agents with Internet-Scale Knowledge](https://mlsanity.com/paper/2206.08853/) (2022)
- [Tool Learning with Foundation Models](https://mlsanity.com/paper/2304.08354/) (2023)
- [FreeLB: Enhanced Adversarial Training for Natural Language Understanding](https://mlsanity.com/paper/1909.11764/) (2019)
- [Exploring Large Language Models for Communication Games: An Empirical Study on Werewolf](https://mlsanity.com/paper/2309.04658/) (2023)
- [The NetHack Learning Environment](https://mlsanity.com/paper/2006.13760/) (2020)
- [Large Language Models and Games: A Survey and Roadmap](https://mlsanity.com/paper/2402.18659/) (2024)
- [Scaling Instructable Agents Across Many Simulated Worlds](https://mlsanity.com/paper/2404.10179/) (2024)
- [From Role-Play to Drama-Interaction: An LLM Solution](https://mlsanity.com/paper/2405.14231/) (2024)
- [With Greater Text Comes Greater Necessity: Inference-Time Training Helps Long Text Generation](https://mlsanity.com/paper/2401.11504/) (2024)
- [IBSEN: Director-Actor Agent Collaboration for Controllable and Interactive Drama Script Generation](https://mlsanity.com/paper/2407.01093/) (2024)
- [Honor of Kings Arena: an Environment for Generalization in Competitive Reinforcement Learning](https://mlsanity.com/paper/2209.08483/) (2022)
- [Are ChatGPT and GPT-4 Good Poker Players? -- A Pre-Flop Analysis](https://mlsanity.com/paper/2308.12466/) (2023)
- [Toward Adversarial Training on Contextualized Language Representation](https://mlsanity.com/paper/2305.04557/) (2023)
- [Empower Nested Boolean Logic via Self-Supervised Curriculum Learning](https://mlsanity.com/paper/2310.05450/) (2023)
- [PokerKit: A Comprehensive Python Library for Fine-Grained Multi-Variant Poker Game Simulations](https://mlsanity.com/paper/2308.07327/) (2023)
- [Complexity-Guided Curriculum Learning for Text Graphs](https://mlsanity.com/paper/2311.13472/) (2023)
- [Open Role-Playing with Delta-Engines](https://mlsanity.com/paper/2408.05842/) (2024)

## Built on by (most cited first, 3 of 3)

- [Cardiverse: Harnessing LLMs for Novel Card Game Prototyping](https://mlsanity.com/paper/2502.07128/) (2025)
- [Shall We Play a Game? Language Models for Open-ended Wargames](https://mlsanity.com/paper/2509.17192/) (2025)
- [Disentangling Curriculum Learning in NLP: Towards a Unifying Taxonomy](https://mlsanity.com/paper/2607.18984/) (2026)

## Abstract (arXiv)

The Instruction-Driven Game Engine (IDGE) project aims to democratize game development by enabling a large language model (LLM) to follow free-form game descriptions and generate game-play processes. The IDGE allows users to create games simply by natural language instructions, which significantly lowers the barrier for game development. We approach the learning process for IDGEs as a Next State Prediction task, wherein the model autoregressively predicts the game states given player actions. The computation of game states must be precise; otherwise, slight errors could corrupt the game-play experience. This is challenging because of the gap between stability and diversity. To address this, we train the IDGE in a curriculum manner that progressively increases its exposure to complex scenarios. Our initial progress lies in developing an IDGE for Poker, which not only supports a wide range of poker variants but also allows for highly individualized new poker games through natural language inputs. This work lays the groundwork for future advancements in transforming how games are created and played.
