# Word2Minecraft: Generating 3D Game Levels through Large Language Models

arXiv: https://arxiv.org/abs/2503.16536 · HTML: https://mlsanity.com/paper/2503.16536/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 19 of its 44 references that are in the map.
- First posted on arXiv 18 Mar 2025.

## Builds on (most cited first, 19 of 19)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Improving Text Embeddings with Large Language Models](https://mlsanity.com/paper/2401.00368/) (2023)
- [Procedural Content Generation via Machine Learning (PCGML)](https://mlsanity.com/paper/1702.00539/) (2017)
- [Learning to Speak and Act in a Fantasy Text Adventure Game](https://mlsanity.com/paper/1903.03094/) (2019)
- [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)
- [MarioGPT: Open-Ended Text2Level Generation through Large Language Models](https://mlsanity.com/paper/2302.05981/) (2023)
- [Super Mario as a String: Platformer Level Generation Via LSTMs](https://mlsanity.com/paper/1603.00930/) (2016)
- [Bootstrapping Conditional GANs for Video Game Level Generation](https://mlsanity.com/paper/1910.01603/) (2019)
- [Bringing Stories Alive: Generating Interactive Fiction Worlds](https://mlsanity.com/paper/2001.10161/) (2020)
- [Procedural Content Generation in Games: A Survey with Insights on Emerging LLM Integration](https://mlsanity.com/paper/2410.15644/) (2024)
- [Practical PCG Through Large Language Models](https://mlsanity.com/paper/2305.18243/) (2023)
- [Word2World: Generating Stories and Worlds through Large Language Models](https://mlsanity.com/paper/2405.06686/) (2024)
- [DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraft](https://mlsanity.com/paper/2404.15538/) (2024)
- [Generating Interactive Worlds with Text](https://mlsanity.com/paper/1911.09194/) (2019)
- [Guiding and Diversifying LLM-Based Story Generation via Answer Set Programming](https://mlsanity.com/paper/2406.00554/) (2024)
- [Measuring Diversity of Game Scenarios](https://mlsanity.com/paper/2404.15192/) (2024)
- [Hierarchically Composing Level Generators for the Creation of Complex Structures](https://mlsanity.com/paper/2302.01561/) (2023)
- [PCG-Based Game Design Patterns](https://mlsanity.com/paper/1610.03138/) (2016)

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

- [AI for Games in the Foundation Model Era](https://mlsanity.com/paper/2609.16679/) (2026)
- [Mortar: Evolving Mechanics for Automatic Game Design](https://mlsanity.com/paper/2601.00105/) (2025)
- [Programmable Cellular Automata](https://mlsanity.com/paper/2609.06102/) (2026)

## Abstract (arXiv)

We present Word2Minecraft, a system that leverages large language models to generate playable game levels in Minecraft based on structured stories. The system transforms narrative elements-such as protagonist goals, antagonist challenges, and environmental settings-into game levels with both spatial and gameplay constraints. We introduce a flexible framework that allows for the customization of story complexity, enabling dynamic level generation. The system employs a scaling algorithm to maintain spatial consistency while adapting key game elements. We evaluate Word2Minecraft using both metric-based and human-based methods. Our results show that GPT-4-Turbo outperforms GPT-4o-Mini in most areas, including story coherence and objective enjoyment, while the latter excels in aesthetic appeal. We also demonstrate the system' s ability to generate levels with high map enjoyment, offering a promising step forward in the intersection of story generation and game design. We open-source the code at https://github.com/JMZ-kk/Word2Minecraft/tree/word2mc_v0
