# "Pharos Night: Crown Pursuit": An AI-Native Deck-Building and Tactical Arena Game Design Based on Multi-Agent Systems

arXiv: https://arxiv.org/abs/2608.12216 · HTML: https://mlsanity.com/paper/2608.12216/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in Reinforcement learning for LLM agents, one of 16 directions in LLM agents and tool use.
- Builds on 1 of its 6 references that are in the map.
- First posted on arXiv 12 Aug 2026.

## Placed in

- LLM agents and tool use / [Reinforcement learning for LLM agents](https://mlsanity.com/agents/reinforcement-learning-for-llm-agents/)

## Builds on (most cited first, 1 of 1)

- [Gamifying Compassion: Mitigating Dialect Prejudice Through An AI-Driven Serious Game](https://mlsanity.com/paper/2603.14260/) (2026)

## Abstract (arXiv)

With advancements in generative AI technology, an increasing number of researchers have begun exploring AI-native games in which gameplay rules are directly driven by generative AI. This paper presents "Pharos Night: Crown Pursuit," an AI-native deck-building and tactical arena game based on a multi-agent system. The game uses large language models to generate materials and cards, support NPC decision-making, and mediate natural-language interactions. During play, players collect materials, describe desired card effects in natural language, and choose whether to negotiate or fight with NPCs in the arena. To constrain model-generated outcomes, the system parses responses as structured JSON, constructs card effects from predefined mechanics, and maps qualitative effect levels to designer-specified numerical values. A small-scale playtest with 13 participants suggests that the system can provide strategically meaningful and engaging AI-driven gameplay, while also revealing challenges related to predictability, transparency, and player control. This work demonstrates the potential of multi-agent generative AI systems for creating more emergent digital game experiences.
