EMNLP 2025

November 09, 2025

Suzhou, China

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We present a novel architecture for safely integrating Large Language Models (LLMs) into interactive game engines, allowing players to "program" new behaviors using natural language. Our framework mitigates risks by using an LLM to translate commands into a constrained Domain-Specific Language (DSL), which configures a custom Entity-Component-System (ECS) at runtime. We evaluated this system in a 2D spell-crafting game prototype by experimentally assessing models from the Gemini, GPT, and Claude families with various prompting strategies. A validated LLM judge qualitatively rated the outputs, showing that while larger models better captured creative intent, the optimal prompting strategy is task-dependent: Chain-of-Thought improved creative alignment, while few-shot examples were necessary to generate more complex DSL scripts. This work offers a validated LLM-ECS pattern for emergent gameplay and a quantitative performance comparison for developers.

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Next from EMNLP 2025

TextGames: Learning to Self-Play Text-Based Puzzle Games via Language Model Reasoning
workshop paper

TextGames: Learning to Self-Play Text-Based Puzzle Games via Language Model Reasoning

EMNLP 2025

+1Genta Indra Winata
Alham Fikri Aji and 3 other authors

09 November 2025

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