# Zero-shot 3D Map Generation with LLM Agents: A Dual-Agent Architecture for Procedural Content Generation

arXiv: https://arxiv.org/abs/2512.10501 · HTML: https://mlsanity.com/paper/2512.10501/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in Multimodal and embodied agents, one of 16 directions in LLM agents and tool use.
- Builds on 17 of its 30 references that are in the map.
- First posted on arXiv 11 Dec 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, 17 of 17)

- [Language Models are Few-Shot Learners](https://mlsanity.com/paper/2005.14165/) (2020)
- [LoRA: Low-Rank Adaptation of Large Language Models](https://mlsanity.com/paper/2106.09685/) (2021)
- [ReAct: Synergizing Reasoning and Acting in Language Models](https://mlsanity.com/paper/2210.03629/) (2022)
- [Evaluating Large Language Models Trained on Code](https://mlsanity.com/paper/2107.03374/) (2021)
- [Don't Stop Pretraining: Adapt Language Models to Domains and Tasks](https://mlsanity.com/paper/2004.10964/) (2020)
- [Model soups: averaging weights of multiple fine-tuned models improves accuracy without increasing inference time](https://mlsanity.com/paper/2203.05482/) (2022)
- [Augmented Language Models: a Survey](https://mlsanity.com/paper/2302.07842/) (2023)
- [Procedural Content Generation via Machine Learning (PCGML)](https://mlsanity.com/paper/1702.00539/) (2017)
- [A Survey on Large Language Model-Based Game Agents](https://mlsanity.com/paper/2404.02039/) (2024)
- [Level Generation Through Large Language Models](https://mlsanity.com/paper/2302.05817/) (2023)
- [SeRL: Self-Play Reinforcement Learning for Large Language Models with Limited Data](https://mlsanity.com/paper/2505.20347/) (2025)
- [A Critical Evaluation of AI Feedback for Aligning Large Language Models](https://mlsanity.com/paper/2402.12366/) (2024)
- [CALYPSO: LLMs as Dungeon Masters' Assistants](https://mlsanity.com/paper/2308.07540/) (2023)
- [Procedural Content Generation in Games: A Survey with Insights on Emerging LLM Integration](https://mlsanity.com/paper/2410.15644/) (2024)
- [Language as Reality: A Co-Creative Storytelling Game Experience in 1001 Nights using Generative AI](https://mlsanity.com/paper/2308.12915/) (2023)
- [The Right Variety: Improving Expressive Range Analysis with Metric Selection Methods](https://mlsanity.com/paper/2304.02366/) (2023)
- [Narrative-to-Scene Generation: An LLM-Driven Pipeline for 2D Game Environments](https://mlsanity.com/paper/2509.04481/) (2025)

## Abstract (arXiv)

Procedural Content Generation (PCG) offers scalable methods for algorithmically creating complex, customizable worlds. However, controlling these pipelines requires the precise configuration of opaque technical parameters. We propose a training-free architecture that utilizes LLM agents for zero-shot PCG parameter configuration. While Large Language Models (LLMs) promise a natural language interface for PCG tools, off-the-shelf models often fail to bridge the semantic gap between abstract user instructions and strict parameter specifications. Our system pairs an Actor agent with a Critic agent, enabling an iterative workflow where the system autonomously reasons over tool parameters and refines configurations to progressively align with human design preferences. We validate this approach on the generation of various 3D maps, establishing a new benchmark for instruction-following in PCG. Experiments demonstrate that our approach outperforms single-agent baselines, producing diverse and structurally valid environments from natural language descriptions. These results demonstrate that off-the-shelf LLMs can be effectively repurposed as generalized agents for arbitrary PCG tools. By shifting the burden from model training to architectural reasoning, our method offers a scalable framework for mastering complex software without task-specific fine-tuning.
