# AI Native Games: A Survey and Roadmap

arXiv: https://arxiv.org/abs/2607.00527 · HTML: https://mlsanity.com/paper/2607.00527/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 47 of its 96 references that are in the map.
- First posted on arXiv 1 Jul 2026.

## Builds on (most cited first, 30 of 47)

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- [Distilling the Knowledge in a Neural Network](https://mlsanity.com/paper/1503.02531/) (2015)
- [Retrieval-Augmented Generation for Knowledge-Intensive NLP Tasks](https://mlsanity.com/paper/2005.11401/) (2020)
- [ReAct: Synergizing Reasoning and Acting in Language Models](https://mlsanity.com/paper/2210.03629/) (2022)
- [Judging LLM-as-a-Judge with MT-Bench and Chatbot Arena](https://mlsanity.com/paper/2306.05685/) (2023)
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- [GPTQ: Accurate Post-Training Quantization for Generative Pre-trained Transformers](https://mlsanity.com/paper/2210.17323/) (2022)
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- [Not what you've signed up for: Compromising Real-World LLM-Integrated Applications with Indirect Prompt Injection](https://mlsanity.com/paper/2302.12173/) (2023)
- [Towards A Rigorous Science of Interpretable Machine Learning](https://mlsanity.com/paper/1702.08608/) (2017)
- [MemGPT: Towards LLMs as Operating Systems](https://mlsanity.com/paper/2310.08560/) (2023)
- [Energy and Policy Considerations for Deep Learning in NLP](https://mlsanity.com/paper/1906.02243/) (2019)
- [Llama Guard: LLM-based Input-Output Safeguard for Human-AI Conversations](https://mlsanity.com/paper/2312.06674/) (2023)
- [Ethical and social risks of harm from Language Models](https://mlsanity.com/paper/2112.04359/) (2021)
- [Ignore Previous Prompt: Attack Techniques For Language Models](https://mlsanity.com/paper/2211.09527/) (2022)
- [MemoryBank: Enhancing Large Language Models with Long-Term Memory](https://mlsanity.com/paper/2305.10250/) (2023)
- [A Holistic Approach to Undesired Content Detection in the Real World](https://mlsanity.com/paper/2208.03274/) (2022)

## Abstract (arXiv)

Generative AI now enables games to produce dialogue, quests, characters, images, and worlds at runtime. Yet generation alone does not make a game AI-native, nor does it guarantee playability. This paper defines AI-native games by whether runtime generative AI is constitutive of the core loop: if the AI component were removed or trivially replaced, the central form of play would collapse or become fundamentally different. This counterfactual criterion separates AI-native games from AI-augmented games and adjacent boundary artifacts. Using this definition, we screen candidate artifacts and analyze 53 publicly available AI-native games and prototypes. We introduce a dual-axis G/N taxonomy: the G-axis captures player-facing game type, while the N-axis captures the dominant AI mechanic that makes generative AI indispensable to play. The corpus is concentrated around language-forward designs, especially narrative adventure, epistemic interaction, and generative narrative, while categories such as semantic adjudication, multi-agent simulation, generative construction, and relationship/companion play remain less represented. We argue that the central design problem is organizing semantic openness into stable gameplay. AI-native design depends on mechanical invariants: goals, rules, state, feedback, pacing, and player agency that make open-ended AI outputs interpretable and consequential. We conclude with a roadmap for controllable generation, AI-as-mechanic design, multimodal and multi-agent systems, inference economics, evaluation, safety, and regulation.
