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Wu et al.: Rebuilding a Case Report Into a Chain of Decisions — Fukai Reads
A medical-education gamification paper by Qian Wu and colleagues (CUHK and others). MedGame is a dual-engine framework that converts static case reports into a three-level Act / Scene / Decision Node script and then into a dependency graph of multimodal generation tasks. Fine-tuning on a 5,000-case benchmark lifts structural validity from 79.4% to 99.1%, while medical accuracy plateaus around 7 out of 10.
Wang et al.: Making a Puzzle Solver the Teacher for Every Single Move — Fukai Reads
A game-AI paper by Yu Wang and colleagues. Where long-horizon puzzles reward only the final win, they convert the drop in a solver's remaining-distance-to-goal into a per-move score and mix it into training. Averaged over Sokoban, Minesweeper and Rush Hour, success rises from 16.6% to 62.1%, and on unseen difficulty from 5.9% to 28.4%. Querying the solver costs about 73 parts per million of training wall clock.
Ponnock & Ho: The Order of Mario 1-1 Has a Measurable Teaching Effect — Fukai Reads
A reinforcement learning and level design paper by Jesse Ponnock and Lucas Ho (arXiv preprint, not peer-reviewed). Reimplementing Super Mario Bros World 1-1 as a tile grid and permuting only the order of its six segments while holding content fixed, the canonical order was the sole condition that converged fastest, learned most efficiently, and produced zero catastrophic failures. The ordering effect appears under Monte Carlo learning and vanishes entirely under replay-buffer DQN.
Jeong et al.: Same Puzzle, Different Answer Buttons, Different Difficulty — Fukai Reads
A peer-reviewed paper on cognitive load and interaction design by Harim Jeong and colleagues (JMIR Serious Games). Holding a tablet Stroop stimulus fixed and changing only the answer options from written labels to color patches raised accuracy from 0.86 to 0.91 and cut reaction time by 85.4 ms across 127 children aged 6-12. Prefrontal neural indices showed no significant difference.
Zhou et al.: The Verifier is the Curriculum — Training Game Generation on a Launch Check Alone — Fukai Reads
A game-generation paper by Chenyu Zhou and colleagues. Starting from a diagnosis that the learned judge is gameable, they gate self-distillation on a single binary signal — does the generated Godot project launch cleanly — and over three rounds lift clean generation on four unseen families from 8.8% to 42.2%, with best-of-16 coverage going 18/25 to 25/25. Loosen the gate and the gain disappears.
Gould & Ward et al.: Measuring Puzzle Difficulty in Units of Human Solve Time — Fukai Reads
An AI evaluation paper by Gould, Ward and colleagues. They attached human solve times to 43 benchmarks and over 30,000 problems, and found that the human time of tasks a model completes at 50% success without externalising its reasoning has doubled roughly every 373 days over six years, reaching about three minutes for GPT-5.5. Their difficulty-measurement craft, built partly on Sudoku and crosswords, transfers directly to puzzle design.
Li et al.: Rereading Video World Models as Game Engines — the Unsolved Problem Called State — Fukai Reads
A survey of interactive world models by Zhen Li and colleagues. It reorganizes research on generating game worlds with video models along four dimensions drawn from the engine's action-state-observation loop, and argues that the remaining hard problems all revolve around explicit game state. It also contributes a 90+ hour Black Myth: Wukong dataset.
Teo et al.: AI Assistants Overassist — Int-Bench Measures Intervention in Problem-Solving — Fukai Reads
Teo et al. on LLM intervention behavior. Using Int-Bench, a simulated setting, they measure when and how much AI assistants help during problem-solving, finding AI intervenes earlier and more often than humans, tends to leak the answer, and does not improve transfer. A useful read for puzzle hint design.
Halina & Guzdial: Generating Levels as a "Cake of Time" — Fukai Reads
A procedural level-generation paper by Halina and Guzdial. It represents a level as a "cake" of board states stacked over time, and generates a level and its solution together with PRP, which recombines play traces. In Sokoban, against six existing methods, it reached 100% playability with high diversity, without hand-authored constraints or rewards.
Hsu et al.: LLM-Voiced NPCs Make Players' Heads Heavier -- A 'Double-Edged Sword' Experiment — Fukai Reads
An empirical LLM-NPC paper by Hsu et al. (Communication University of China and others). They built a scripted-NPC version and a GPT-4.1 LLM-NPC version of the same game and ran a between-subjects test with 130 players. LLM-NPCs significantly raised cognitive load (p<.001), did not significantly improve overall enjoyment (p=.195), and increased autonomy while lowering usability and trust.
Wang et al.: Gauging Tetris Block Puzzle Difficulty by How Fast a Strong AI Learns — Fukai Reads
An arXiv preprint from a National Yang Ming Chiao Tung University and Academia Sinica group that measures the difficulty of the popular mobile game Tetris Block Puzzle. It rates rule variants by how fast and high a strong AI (Stochastic Gumbel AlphaZero) can learn to play, finding that more holding/preview blocks make the game easier while adding block shapes makes it harder (the T-pentomino most of all).
Johnson et al.: What Changes in a Game When You Build an LLM Into It — Fukai Reads
A qualitative study by Johnson and colleagues at the University of Calgary on developing two games with an LLM embedded in their structure. Reading developer reflections, it analyzes how embedding an LLM as a component (not decoration) changes gameplay, playability, and player experience. Variability and personalization increase, but new burdens of correctness, difficulty calibration, and coherence emerge, with schema enforcement and validation as the keys.
Earle et al.: Recasting Level Design from a One-Person Job to a Multi-Agent Collaboration — Fukai Reads
A paper on reinforcement-learning level generation (PCGRL) by Earle et al. It recasts the traditional single-agent, tile-by-tile method as a multi-agent problem in which several agents divide the work and edit in parallel, showing across maze and dungeon domains that more agents improve generation quality, generalization to unseen boards, and computational efficiency.
Bhaumik et al.: Stitching WFC and Reinforcement Learning for Playable, Good-looking Levels — Fukai Reads
A procedural level generation paper by Bhaumik et al. It tackles the weaknesses of WFC (good-looking but unplayable) and reinforcement learning (playable but ugly) with WCRL, which narrows the RL agent's actions using WFC's local rules, generating Lode Runner levels that are both example-like and playable.
Shyne et al.: How Far Do Puzzle Solver Loops Match Human Felt Difficulty — Fukai Reads
A logic-grid-puzzle difficulty study by Shyne, Facey & Cooper. Using solver loops (the pass count of a human-style solver) as a difficulty proxy, they generate difficulty-varied puzzles with a quality-diversity algorithm and, in a 63-player study, show solver loops correlate significantly with subjective difficulty (c=0.30, p=0.015).
Nath et al.: Training Game AI When Streaming Dirties the Video — Fukai Reads
A paper by a Microsoft team (Nath et al.) on imitation-learning agents for streamed video games. It proposes streaming augmentations that artificially manufacture the temporally connected noise of cloud gaming and mix it into training. Even from five demonstrations, completion rises by up to ~40%, and performance loss under network lag drops from 49.82% to 7.45%.
Ye et al.: Measuring Image-Capable AI (MLLMs) with Children’s Intelligence Tests — Fukai Reads
A paper (arXiv preprint) by Hengwei Ye and colleagues at ShanghaiTech University on KidGym, an MLLM evaluation benchmark inspired by children’s intelligence tests (the Wechsler scales). It measures five abilities — Execution, Perception Reasoning, Memory, Learning, Planning — across 12 tasks on a 2D grid at three difficulty levels, evaluating nine models. Even top models reached only 0.30 on abstract-shape puzzles and 0.72 on counting against a human 1.00.
Zeng et al.: Automating Game Balancing with LLM-vs-LLM Self-Play — Fukai Reads
A paper by Zeng et al. on automated game balancing. It tackles balancing asymmetric strategy games by using multi-agent LLM self-play as an evaluator and Bayesian optimization to search rule parameters, reporting convergence to near-0% win-rate gaps on their own game, CivMini.
Waugh: Measuring AI's Reasoning with Sudoku and Slitherlink — Fukai Reads
A paper (arXiv preprint) by Justin Waugh of Approximate Labs on Pencil Puzzle Bench, a benchmark that measures LLM reasoning with pencil puzzles. From 62,231 puzzles across 94 types it selects 300, and its core is that a machine can verify every move against the rules; 51 models were evaluated. Even the strongest GPT-5.2 reached only 56.0% in agentic mode, with about half unsolved.
Ahn et al.: Puzzle Difficulty Lives in Concepts, Not Looks — Fukai Reads
A paper (arXiv preprint) by Ahn et al. at Boston University introducing CogARC, a human-adapted version of the ARC abstract-reasoning benchmark. Logging 260 people's grid-puzzle solutions edit by edit, they find difficulty is driven by conceptual rule complexity rather than grid size or color count, and that people converge on the same wrong answers even when they fail.
Luo et al.: How AI Delivers Help Matters as Much as the Help Itself — Fukai Reads
A paper by Luo et al. (UC Santa Barbara) on how a mixed-initiative AI delivers help. Using Rush Hour puzzles, they compare on-demand (Button) help with inactivity-triggered (Timer) help, and show that although task performance is nearly identical, the Timer mode earns more positive perceptions of the AI. Accepted to IUI '26.
Ying et al.: Measuring AI's General Intelligence Through Every 'Human Game' — Fukai Reads
A preprint from a team at MIT, Harvard and others that measures AI's general intelligence through games humans made. Rebuilding 100 popular App Store and Steam titles with an LLM and having seven frontier vision-language models play them, the best reached only 8.5 against a human median of 100, falling far short on memory, planning and inferring rules.
Triebel et al.: Does AI Have Both a Head and a Hand on a Classic Physics Puzzle? — Fukai Reads
A paper by Triebel et al. evaluating VLMs on the classic physics puzzle The Incredible Machine 2. Using VLATIM, a five-stage benchmark, it asks whether screen-operating AI can solve problems like humans; the cleverer large models can plan but cannot click precisely, and no model solved even one puzzle to completion.
Nasvytis & Fan: Insight and Transfer Show Up in How You Talk — Fukai Reads
A paper by Nasvytis and Fan (Stanford) that reads insight and transfer from think-aloud speech. With 189 participants solving five matchstick-arithmetic puzzles, the group that saw the same type repeated grew faster and more accurate after their first success (accuracy 0.75 by trial 5) and named the problem type roughly seven times as often. The mark of transfer, it reads, is being able to put the knack into words.
Li et al.: Making Geometry Problem Solving Verifiable with a Solver as Referee — Fukai Reads
An arXiv preprint by Can Li et al. on geometry problem solving (GPS). Their SD-GPS translates diagram-and-text problems into a form a symbolic solver can execute, and at impasses proposes helper lemmas verified by the solver itself. The abstract reports it consistently outperforms existing methods on Geometry3K and PGPS9K. Fukai reads it for its use in solvability-guaranteed puzzle generation.
Sestini et al.: Making AAA Game NPCs Feel Authentic with Reinforcement Learning — Fukai Reads
A vision paper from the research team at Electronic Arts. It tests whether AAA game NPCs can be improved with reinforcement learning, through two real cases — goalkeeper positioning in EA SPORTS FC 25 and infantry locomotion in Battlefield 6 — and lays out seven requirements RL must meet in production. Its conclusion: RL is a tool to augment, not replace, existing game AI.
Xu et al.: When Generative AI Becomes the Heart of Play — Fukai Reads the AI-Native Games Survey
A survey (arXiv preprint) by Zhiyue Xu and five co-authors on "AI-native games," where generative AI is the core loop itself. It defines them by a counterfactual — would play collapse if the AI were removed — and classifies 53 real artifacts along two axes: game type (G) and dominant AI mechanic (N), showing a skew toward narrative genres and a thin use of AI at the rule layer.
Wermann et al.: How In-Game AI 'Words' vs 'Demonstration' Change Learning and Cognitive Load — Fukai Reads
A pre-registered experiment by LMU Munich and colleagues comparing 'verbal' and 'demonstration' support from an in-game AI NPC. Splitting 152 people into three groups in Qookies, a quantum-technology learning game, they found no difference in learning gains between conditions, but the verbal-plus-visual group reported significantly lower intrinsic cognitive load than the verbal-only group (d=0.60).
Aryan et al.: When You Stall, the World Changes — AbideGym Turns Static RL Worlds into Adaptivity Tests — Fukai Reads
A preprint by Aryan et al. (Abide AI) on RL environment design. To fight the brittleness that comes from training in fully static worlds, AbideGym rewrites the rules and grows the map mid-episode, triggered by the agent's own inactivity, forcing it to abandon memorized policies and re-plan. The paper presents the design and a comparison to prior work; no experimental results yet.
Wang et al.: An LLM Agent That Reads Mental Busyness From Gaze — Fukai Reads
A paper from Meta Reality Labs and collaborators that estimates cognitive load (mental busyness) from eye gaze. It tackles the poor generalization and low interpretability of prior methods with GazeMind, a framework that structures gaze and has an LLM reason over it with context, individual traits, and worked examples, reporting 62.73% accuracy on three-way classification (over 20 points above prior methods).
Mirowski et al.: From Writing a Story to Finding One — Fabula, a Writing AI Grown With the Writers' Community — Fukai Reads
A paper on Fabula, a Google DeepMind writing-support AI. Its hierarchical story planner-generator, the Drama Manager, was critically co-developed with 42 experts; it proved strong at structure but weak at style and surprise. Fukai reads it for lessons that apply directly to game interactive narrative.
Özkan: Co-Training the Level-Generating AI and the Level-Solving AI — Fukai Reads
A paper by Miraç Buğra Özkan that trains level generation and level solving together via reinforcement learning. In Unity, a hummingbird (solver) and a floating island (generator) learn while watching each other's results, reaching about 90.2% success across 100 unseen layouts.
Liu et al.: More Memory Makes AI Agents Less Cooperative — Fukai Reads
An arXiv paper from a Carnegie Mellon-led team studying how an LLM agent's memory length affects cooperation. Across 7 models, 4 repeated social-dilemma games, history windows up to 80 rounds and 500-round matches, longer history degrades cooperation in 18 of 28 settings — a 'memory curse.' The cause is the content of accumulated defection records, not context length, and forward-looking reasoning partly fixes it.
Feng et al.: Can LLM Agents Bargain Well in a Trading Game? — Fukai Reads
A Tsinghua University team's benchmark, SidConArena, for evaluating LLM agents in a cooperative-yet-competitive trading game. Built on the board game Sidereal Confluence, it scores agents across negotiation, production, and sealed-bid auction phases, finding that frontier models are stronger but still misprice resources, bargain passively, and plan poorly over long horizons.
Bazzaz et al.: Believing It's AI Changes the Experience — Fukai Reads
A CHI '26 paper by Bazzaz and Cooper on perception bias toward generated content. Mixing human-made and AI-generated levels in Super Mario Bros. and Sokoban for 142 players, they report that players can barely identify the creator, yet levels believed to be AI-made are rated less fun, harder, and more frustrating.
Liu et al.: AI Assistance Erodes Persistence — A Warning for Hint Design — Fukai Reads
A paper by Grace Liu and colleagues on how AI assistance affects independent problem-solving and persistence. Across RCTs with 1,222 participants, AI raised in-session performance but, once removed, left people solving less and giving up more. Those who got direct answers declined most while hint-users did not, a result that speaks directly to game hint design.
Jara Gonzalez & Guzdial: Generating Enemy Shapes as Gates You Need a Mechanic to Beat — Fukai Reads
A paper by Jara Gonzalez and Guzdial on generating enemy morphologies (collision shapes). They frame 'enemies defeatable only with a specific mechanic' as a 4x4 grid generation problem, compare reinforcement learning, A* search, and neural generation, and find a simple A* reachability rule yields the best gating and most diverse shapes at the lowest cost.
Munk et al.: Generating Dynamic Game Text with Small Language Models — Fukai Reads
A paper by Munk et al. (IT University of Copenhagen) on generating in-game text dynamically with small language models (SLMs). It tackles the offline, cost and consistency walls of cloud LLMs using small models aggressively fine-tuned for narrow jobs. Their proof of concept, DefameLM, runs a medieval-RPG smear-poster loop, showing a one-billion-parameter-class model reaches high quality in a few seconds on a consumer PC.
Zeytuncu: Puzzle Difficulty Comes Down to How Many Numbers You Use — Fukai Reads
A difficulty-modeling paper by Yunus E. Zeytuncu on integer arithmetic puzzles (Countdown-style number games). Using an exact solver to generate over 3.4 million instances and defining difficulty by minimum operation count, it shows that the number of inputs used in a minimal solution alone is a 'minimal sufficient statistic' that perfectly determines difficulty.
Chao et al.: Insight Is About Searching Far — Fukai Reads
A paper on insightful problem-solving by Chao, Hsieh & Wu. Using a Japanese RAT and a simulation to quantify the search path to a solution, it shows that de-fixation is necessary for solving but is not what determines insight; the hallmark of insight is exploring the solution space over greater distances.
Monti et al.: Measuring AI's Planning Power on a Single-Corridor Sokoban — Fukai Reads
A paper by Monti and colleagues on SokoBench, a benchmark that measures reasoning models' long-horizon planning with Sokoban. By lining up only single-box straight corridors and narrowing difficulty to a single axis (corridor length), it shows that even state-of-the-art reasoning models break down once more than 25-30 moves of lookahead are needed. The authors locate the cause in accumulated miscounting.
Luo et al.: Can AI Agents Build Whole Playable Games in a Real Engine? — Fukai Reads
A paper by Luo, Wang and colleagues on GameCraft-Bench, a benchmark for end-to-end game generation by coding agents. It has agents build complete playable games on Godot from natural-language specs, judged by launch, input replay, and video-based scoring across 140 tasks in 15 families. Even the strongest configuration reaches only 41.46% overall, and the authors report that agents can build mechanics but fall short of finished games with content, readability, and polish.
Li et al.: AutoBG, an AI that supports board game design end-to-end from ideation to finish — Fukai Reads
A paper (arXiv preprint) by Zizhen Li et al. on AutoBG, a board game design assistant that covers the whole workflow—ideation, rulebook generation, and individualized feedback—via Verifier-Gated Iteration that splits the generator from the critic; the critic, BG-Critic, is reported to outperform GPT-5.4 on diagnostic quality.
Nasir et al.: Evolving the Rules of Play Themselves — Fukai Reads MORTAR
A paper on automatic game design by Nasir, Togelius and colleagues. Instead of levels, MORTAR evolves game mechanics themselves using a quality-diversity algorithm paired with a large language model, judging quality by whether stronger AI agents reliably beat weaker ones. Running on GPT-4o-mini, it generates diverse, playable games and even quantifies each mechanic's contribution.
Jiang et al.: Can a Sentence Build a Playable Game? — Fukai Reads OpenGame
A paper by Yilei Jiang et al. (CUHK) on OpenGame, an agent that generates whole 2D web games from natural language. Reusable skeletons and a 'living debug protocol' curb integration errors, setting a new state of the art across 150 tasks - though puzzles remained its weakest genre.
McConnell & Zhao: Generating Just-Right Puzzles in Real Time with a Genetic Algorithm — Fukai Reads
A paper by McConnell and Zhao on adaptive puzzle generation using a genetic algorithm. It generates Cosmic Express-style path puzzles in real time (about 7 seconds each) to match a player model built from how the player solves, and shows in an 18-person study that a time-only version lags on felt difficulty and sense of progression.
Li et al.: Can LLMs Play and Beat 2D Games? - Fukai Reads GVGAI-LLM
A paper by Li et al. (NYU and others) proposing GVGAI-LLM, a benchmark that has language models play 118 2D games to measure reasoning and spatial grounding. Translating boards into ASCII maps and solving zero-shot, GPT-4o-mini scored 0% on 477 of 540 levels and a 10.27% overall win rate, falling short of classic search algorithms. I unpack it as problem, method, findings, use cases, and limitations.
Kar: Using Autonomous Agents to Check at Runtime Whether Generated Levels Are Actually Playable — Fukai Reads
A PCG (procedural content generation) paper by Rishabh Kar of King's College London. It proposes Momentum, a mechanism that validates whether a generated course is actually traversable inside the same runtime loop, without pausing the game. Two autonomous agents run ahead of the player and inspect the path via geometric checks from the air and NavMesh checks on the ground. The evaluation is presented as structural estimates derived from the code.
Xu et al.: Promoting Game Mechanics to Coordinates to Generate Solvable Levels — Fukai Reads
A PCG (level generation) paper by Xu and Verbrugge of McGill University. Against geometry-first prior methods, it proposes HDPCG, which runs pathfinding on a dimensional-expanded graph that promotes mechanics such as gravity inversion and moving platforms to a coordinate, guaranteeing solvability during generation, and reproduces playable levels in Unity.








