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High-quality generation of dynamic game content via small language models - A proof of concept

Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-review

Open access

Publication Information

Output type

Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-review

Original language

English

Article number

45

Publication milestones

  • Accepted/In press - 2026
  • Published - 2026

Publication status

Published - 2026

Publisher

Association for Computing Machinery, United States

Book series

  • Book series name: Proceedings of the International Conference on Foundation of Digital Games (FDG)
979-8-4007-2495-4

Host publication title

Proceedings of the 21th International Conference on the Foundations of Digital Games

Abstract

Large language models (LLMs) offer promise for dynamic game content generation, but they face critical barriers, including narrative incoherence and high operational costs. Due to their large size, they are often accessed in the cloud, limiting their application in offline games. Many of these practical issues are solved by pivoting to small language models (SLMs), but existing studies using SLMs have resulted in poor output quality. We propose a strategy of achieving high-quality SLM generation through aggressive fine-tuning on deliberately scoped tasks with narrow context, constrained structure, or both. In short, more difficult tasks require narrower scope and higher specialization to the training corpus. Training data is synthetically generated via a DAG-based approach, grounding models in the specific game world. Such models can form the basis for agentic networks designed around the narratological framework at hand, representing a more practical and robust solution than cloud-dependent LLMs. To validate this approach, we present a proof-of-concept focusing on a single specialized SLM as the fundamental building block. We introduce a minimal RPG loop revolving around rhetorical battles of reputations, powered by this model. We demonstrate that a simple retry-until-success strategy reaches adequate quality (as defined by an LLM-as-a-judge scheme) with predictable latency suitable for real-time generation. While local quality assessment remains an open question, our results demonstrate feasibility for real-time generation under typical game engine constraints.

Funding Details

This work was supported by the Innovation Fund Denmark, grant number 4298-00007B.
FundersFunding numbers
Innovation Fund Denmark
4298-00007B

Related Event

Title

Foundations of Digital Games

Event type

Conference

Date

10/08/2026 - 13/08/2026

Location

CopenhagenDenmark