High-quality generation of dynamic game content via small language models: A proof of concept
Morten I. K. Munk, Arturo Valdivia, Paolo Burelli

TL;DR
This paper demonstrates that small language models, when fine-tuned on narrow, game-specific tasks and synthetically generated data, can produce high-quality, real-time dynamic game content suitable for offline use.
Contribution
It introduces a novel fine-tuning strategy for small language models using synthetic, game-grounded data, enabling high-quality, real-time content generation in games.
Findings
Fine-tuned small language models can generate game content with acceptable quality.
A retry-until-success approach achieves real-time performance within game constraints.
Grounding models with synthetic data improves relevance and coherence in game narratives.
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…
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Taxonomy
TopicsArtificial Intelligence in Games · Topic Modeling · Digital Games and Media
