# Knowledge-Conditioned, Single-Pass LLM Synthesis of Executable Unity Game Scenes: A Compiler Error Census across 26 Goal Playable Concepts

arXiv: https://arxiv.org/abs/2607.10187 · HTML: https://mlsanity.com/paper/2607.10187/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 19 of its 47 references that are in the map.
- First posted on arXiv 11 Jul 2026.

## Builds on (most cited first, 19 of 19)

- [Qwen3 Technical Report](https://mlsanity.com/paper/2505.09388/) (2025)
- [Evaluating Large Language Models Trained on Code](https://mlsanity.com/paper/2107.03374/) (2021)
- [Program Synthesis with Large Language Models](https://mlsanity.com/paper/2108.07732/) (2021)
- [Qwen2.5-Coder Technical Report](https://mlsanity.com/paper/2409.12186/) (2024)
- [A Survey on Large Language Models for Code Generation](https://mlsanity.com/paper/2406.00515/) (2024)
- [DeepSeek-Coder-V2: Breaking the Barrier of Closed-Source Models in Code Intelligence](https://mlsanity.com/paper/2406.11931/) (2024)
- [DocPrompting: Generating Code by Retrieving the Docs](https://mlsanity.com/paper/2207.05987/) (2022)
- [Procedural Content Generation via Machine Learning (PCGML)](https://mlsanity.com/paper/1702.00539/) (2017)
- [Self-planning Code Generation with Large Language Models](https://mlsanity.com/paper/2303.06689/) (2023)
- [Large Language Models and Games: A Survey and Roadmap](https://mlsanity.com/paper/2402.18659/) (2024)
- [JSONSchemaBench: A Rigorous Benchmark of Structured Outputs for Language Models](https://mlsanity.com/paper/2501.10868/) (2025)
- [Level Generation Through Large Language Models](https://mlsanity.com/paper/2302.05817/) (2023)
- [MarioGPT: Open-Ended Text2Level Generation through Large Language Models](https://mlsanity.com/paper/2302.05981/) (2023)
- [Bugs in Large Language Models Generated Code: An Empirical Study](https://mlsanity.com/paper/2403.08937/) (2024)
- [Grammar Prompting for Domain-Specific Language Generation with Large Language Models](https://mlsanity.com/paper/2305.19234/) (2023)
- [What's Wrong with Your Code Generated by Large Language Models? An Extensive Study](https://mlsanity.com/paper/2407.06153/) (2024)
- [General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithms](https://mlsanity.com/paper/1802.10363/) (2018)
- [Beyond Synthetic Benchmarks: Evaluating LLM Performance on Real-World Class-Level Code Generation](https://mlsanity.com/paper/2510.26130/) (2025)
- [Mage: Multi-Axis Evaluation of LLM-Generated Executable Game Scenes Beyond Compile-Pass Rate](https://mlsanity.com/paper/2605.07342/) (2026)

## Abstract (arXiv)

Large language models (LLMs) write Unity C# for game scenes. Yet nearly all demonstrations rest on an iterative repair loop that regenerates code until it compiles, conflating what the model writes with what the loop fixes. We remove the loop and evaluate a single pass, where the first draft is final. This isolates the model's parametric knowledge, the most stringent test of unaided generation. Models instantiate Goal Playable Concepts, playable counterparts of goal patterns, across 10,400 generations (four open-weight models, 7B--30B; two generation modes; four intermediate-representation (IR) conditioning levels; 26 goal patterns; 20 seeds). None compiled into a runnable scene, leaving no survivorship bias. To understand how the generated C# scripts fail, we categorize the 99 error codes behind 90,673 compiler-error occurrences as Grounding (invented or misused Unity types and APIs) or Hygiene (structural defects needing no Unity knowledge). The split differs sharply by goal pattern (e.g., Stealth fails mostly on invented engine references; Capture on plain C# structure). Larger models, stricter IRs, and different generation modes move the errors but never yield a compiling scene. The bottleneck is missing engine-specific knowledge. The census orders goal patterns by that demand, showing designers where single-pass generation breaks.
