mlsanityData to 14 Oct 2026

MAGIC: Transition-Aware Generation of Navigable Multi-Scene Game Worlds with Large Language Models

arXiv 2607.11594 ↗First posted 13 Jul 2026cs.AI cs.GRcited by 1

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Abstract (arXiv)

Multi-scene navigation (clearing an objective in one bounded space and then crossing a portal into the next) is a defining feature of contemporary 3D games, but authoring it is laborious: every portal must have consistent endpoints on both sides, each interior must remain navigable once it is furnished, and the resulting connectivity must be kept consistent across many files. Recent large language model (LLM) and multimodal LLM (MLLM) scene generators have made single-interior synthesis dramatically cheaper, yet they produce one scene at a time and cannot, by naive repetition, yield a connected multi-scene world. We identify three obstacles that single-scene methods leave unsolved: cross-scene consistency, in-scene navigability, and the evaluation of whether a transition actually works. We present MAGIC, a prompt-to-project system that addresses all three. MAGIC is a four-stage pipeline that turns a single natural-language prompt into a runnable multi-scene game project: it plans a shared transition-aware intermediate representation, specifies each scene while enforcing portal reachability with a flood-fill validator, generates the scenes together with their transition scripts, and combines them into one project. Because existing single-scene fidelity metrics never execute a transition, we further introduce a transition-focused evaluation agent that runs each transition in play. On a new benchmark of 100 multi-scene cases, MAGIC produces an executable project for every case and reaches 0.99 precision, 0.95 recall, and 0.96 F1 on end-to-end transition identification; stage by stage, it recovers more ground-truth portals and yields markedly more navigable layouts than an LLM baseline and Holodeck. Our code is available at https://github.com/sereneee1201/MAGIC/.

Key facts. Cited by 1 paper in the map (data through 14 Oct 2026). Builds on 21 of its 34 references that are in the map. First posted on arXiv 13 Jul 2026.

Builds on

21 of 34 references.

References · 21

  1. 2021Learning Transferable Visual Models From Natural Language Supervisioncited by 33,744
  2. 2020Language Models are Few-Shot Learnerscited by 32,419
  3. 2021High-Resolution Image Synthesis with Latent Diffusion Modelscited by 18,863
  4. 2022Chain-of-Thought Prompting Elicits Reasoning in Large Language Modelscited by 12,459
  5. 2024Genie: Generative Interactive Environmentscited by 747
  6. 2022Socratic Models: Composing Zero-Shot Multimodal Reasoning with Languagecited by 513
  7. 2023Holodeck: Language Guided Generation of 3D Embodied AI Environmentscited by 268
  8. 2024WonderWorld: Interactive 3D Scene Generation from a Single Imagecited by 202
  9. 2023Level Generation Through Large Language Modelscited by 68
  10. 2022Guided Co-Modulated GAN for 360deg Field of View Extrapolationcited by 32
  11. 2025WonderTurbo: Generating Interactive 3D World in 0.72 Secondscited by 32
  12. 2024Game Generation via Large Language Modelscited by 25
9 more
  1. 2024Procedural Content Generation in Games: A Survey with Insights on Emerging LLM Integrationcited by 22
  2. 2026OpenGame: Open Agentic Coding for Gamescited by 18
  3. 2024Unbounded: A Generative Infinite Game of Character Life Simulationcited by 14
  4. 2025CasaGPT: Cuboid Arrangement and Scene Assembly for Interior Designcited by 14
  5. 2024Game Development as Human-LLM Interactioncited by 4
  6. 20253D Software Synthesis Driven by Constraint-Expressive Intermediate Representationcited by 4
  7. 202590% Faster, 100% Code-Free: MLLM-Driven Zero-Code 3D Game Developmentcited by 4
  8. 2024MMIS: Multimodal Dataset for Interior Scene Visual Generation and Recognitioncited by 2
  9. 2025Narrative-to-Scene Generation: An LLM-Driven Pipeline for 2D Game Environmentscited by 2

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Cited by year (2026 to 14 Oct)

Citing papers per year: 2026: 1.

1 paper.

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  1. 2025WorldGen: From Text to Traversable and Interactive 3D Worlds
  2. 2025Model as a Game: On Numerical and Spatial Consistency for Generative Games
  3. 2025Scenethesis: A Language and Vision Agentic Framework for 3D Scene Generation
  4. 2024ING-VP: MLLMs cannot Play Easy Vision-based Games Yet
  5. 2026Code2Games: Enabling Coding Agents for Gaming World Generation
  6. 2026SceneFoundry: Generating Interactive Infinite 3D Worlds
  7. 2026RoamScene3D: Immersive Text-to-3D Scene Generation via Adaptive Object-aware Roaming
  8. 2026Closing the Loop: Unified 3D Scene Generation and Immersive Interaction via LLM-RL Coupling