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

arXiv: https://arxiv.org/abs/2604.27972 · HTML: https://mlsanity.com/paper/2604.27972/

## Key facts

- No citing papers in the map yet (data through 14 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.

## Placed in

- Diffusion models / [Image generation, text-to-image and editing](https://mlsanity.com/diffusion/image-generation-text-to-image-and-editing/)

## Builds on (most cited first, 4 of 4)

- [Subject-Diffusion:Open Domain Personalized Text-to-Image Generation without Test-time Fine-tuning](https://mlsanity.com/paper/2307.11410/) (2023)
- [Procedural Content Generation via Machine Learning (PCGML)](https://mlsanity.com/paper/1702.00539/) (2017)
- [Procedural Content Generation in Games: A Survey with Insights on Emerging LLM Integration](https://mlsanity.com/paper/2410.15644/) (2024)
- [Word2World: Generating Stories and Worlds through Large Language Models](https://mlsanity.com/paper/2405.06686/) (2024)

## 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.
