mlsanityData to 7 Oct 2026

From LLM-Driven Trading Card Generation to Procedural Relatedness: A Pok'emon Case Study

arXiv 2604.27972 ↗First posted 30 Apr 2026cs.AI cs.HCcited by 0

On the map: Diffusion models → Image generation, text-to-image and editing

Abstract (arXiv)

Since the dawn of Trading Card Games, the genre has grown into a multi-billion-dollar industry engaging millions of analog and digital players worldwide. Popular TCGs rely on regular updates, balance adjustments, and rotating constraints to sustain engagement. Yet, as metagames stabilize, predictable strategies dominate and viable card options diminish, often resulting in repetitive and impaired player experiences. This paper investigates the use of Large Language Models and Image Diffusion Models for Procedural Content Generation of TCG cards, addressing these challenges by enabling a personalized infinity of card designs. Modern generative AI not only enables large-scale content creation but could even introduce procedural relatedness, fostering unique connections between players and their cards. We present a pipeline combining player-centric co-creation, fine-tuned embeddings, local LLMs, and Diffusion Models to generate dynamic, personalized cards while potentially expanding creative range. We evaluated the pipeline in a user study with 49 participants who generated 196 Pok'emon card samples. Participants rated aesthetics and representativeness of visuals and mechanics, and provided qualitative feedback. Results show high satisfaction and indicate that most participants successfully realized their own ideas through prompt adjustments. These findings lay groundwork for future content generation systems and alternatives to conventional metagame evolution through procedural relatedness.

Key facts. No citing papers in the map yet (data through 7 Oct 2026). Placed in Image generation, text-to-image and editing, one of 14 directions in Diffusion models. Builds on 4 of its 45 references that are in the map. First posted on arXiv 30 Apr 2026.

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4 of 45 references.

Closest ancestors · 1

Same direction, newest first

  1. 2023Subject-Diffusion:Open Domain Personalized Text-to-Image Generation without Test-time Fine-tuning21 Jul

Other references · 3

  1. 2017Procedural Content Generation via Machine Learning (PCGML)cited by 136
  2. 2024Procedural Content Generation in Games: A Survey with Insights on Emerging LLM Integrationcited by 22
  3. 2024Word2World: Generating Stories and Worlds through Large Language Modelscited by 18

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Similar, not cited

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  1. 2026PTCG-Bench: Can LLM Agents Master Pok'emon Trading Card Game?
  2. 2026"Pharos Night: Crown Pursuit": An AI-Native Deck-Building and Tactical Arena Game Design Based on Multi-Agent Systems
  3. 2024Zero-Shot Reasoning: Personalized Content Generation Without the Cold Start Problem
  4. 2024Moonshine: Distilling Game Content Generators into Steerable Generative Models
  5. 2023PCGPT: Procedural Content Generation via Transformers
  6. 2024Playable Game Generation
  7. 2026All in One: Generative Modeling as Mean-Field Game Design
  8. 2025Model as a Game: On Numerical and Spatial Consistency for Generative Games