# Multi-Agent Game Generation and Evaluation via Audio-Visual Recordings

arXiv: https://arxiv.org/abs/2508.00632 · HTML: https://mlsanity.com/paper/2508.00632/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Placed in Multimodal and embodied agents, one of 16 directions in LLM agents and tool use.
- Builds on 21 of its 29 references that are in the map.
- First posted on arXiv 1 Aug 2025.

## Placed in

- LLM agents and tool use / [Multimodal and embodied agents](https://mlsanity.com/agents/multimodal-and-embodied-agents/)

## Builds on (most cited first, 21 of 21)

- [Qwen3 Technical Report](https://mlsanity.com/paper/2505.09388/) (2025)
- [Judging LLM-as-a-Judge with MT-Bench and Chatbot Arena](https://mlsanity.com/paper/2306.05685/) (2023)
- [A Survey on Large Language Model based Autonomous Agents](https://mlsanity.com/paper/2308.11432/) (2023)
- [MetaGPT: Meta Programming for A Multi-Agent Collaborative Framework](https://mlsanity.com/paper/2308.00352/) (2023)
- [Qwen2.5-Coder Technical Report](https://mlsanity.com/paper/2409.12186/) (2024)
- [Chatbot Arena: An Open Platform for Evaluating LLMs by Human Preference](https://mlsanity.com/paper/2403.04132/) (2024)
- [DeepSeek-Coder: When the Large Language Model Meets Programming -- The Rise of Code Intelligence](https://mlsanity.com/paper/2401.14196/) (2024)
- [OpenHands: An Open Platform for AI Software Developers as Generalist Agents](https://mlsanity.com/paper/2407.16741/) (2024)
- [Qwen2.5-Omni Technical Report](https://mlsanity.com/paper/2503.20215/) (2025)
- [From Crowdsourced Data to High-Quality Benchmarks: Arena-Hard and BenchBuilder Pipeline](https://mlsanity.com/paper/2406.11939/) (2024)
- [Diffusion Models Are Real-Time Game Engines](https://mlsanity.com/paper/2408.14837/) (2024)
- [WorldMem: Long-term Consistent World Simulation with Memory](https://mlsanity.com/paper/2504.12369/) (2025)
- [Video World Models with Long-term Spatial Memory](https://mlsanity.com/paper/2506.05284/) (2025)
- [GameFactory: Creating New Games with Generative Interactive Videos](https://mlsanity.com/paper/2501.08325/) (2025)
- [GameGen-X: Interactive Open-world Game Video Generation](https://mlsanity.com/paper/2411.00769/) (2024)
- [Playable Video Generation](https://mlsanity.com/paper/2101.12195/) (2021)
- [GameGPT: Multi-agent Collaborative Framework for Game Development](https://mlsanity.com/paper/2310.08067/) (2023)
- [Playable Game Generation](https://mlsanity.com/paper/2412.00887/) (2024)
- [Game Generation via Large Language Models](https://mlsanity.com/paper/2404.08706/) (2024)
- [AutoDev: Automated AI-Driven Development](https://mlsanity.com/paper/2403.08299/) (2024)
- [The Ink Splotch Effect: A Case Study on ChatGPT as a Co-Creative Game Designer](https://mlsanity.com/paper/2403.02454/) (2024)

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

- [Recursive Game Creator: An Agentic Product-Level Experience-Oriented Game Harness](https://mlsanity.com/paper/2610.08621/) (2026)

## Abstract (arXiv)

While AI excels at generating text, audio, images, and videos, creating interactive audio-visual content such as video games remains challenging. Current LLMs can generate JavaScript games and animations, but lack automated evaluation metrics and struggle with complex content that normally requires teams of humans working for many months (multi-shot, multi-agents) using assets made by artists. To tackle these issues, we built a new metric and a multi-agent system. We propose AVR-Eval, a relative metric for multimedia content quality using Audio-Visual Recordings (AVRs). An omni-modal model (processing text, video, and audio) compares the AVRs of two contents, with a text model reviewing evaluations to determine superiority. We show that AVR-Eval properly identifies good from broken or mismatched content. We built AVR-Agent, a multi-agent system generating JavaScript code from a bank of multimedia assets (audio, images, 3D models). The coding agent selects relevant assets, generates multiple initial codes, uses AVR-Eval to identify the best version, and iteratively improves it through omni-modal agent feedback from the AVR. We run experiments on games and animations with AVR-Eval (win rate of content A against B). We find that content generated by AVR-Agent has a significantly higher win rate against content made through one-shot generation. However, models struggle to leverage custom assets and AVR feedback effectively, showing no higher win rate. This reveals a critical gap: while humans benefit from high-quality assets and audio-visual feedback, current coding models do not seem to utilize these resources as effectively, highlighting fundamental differences between human and machine content creation approaches.
