C

C. Verbrugge

Total Citations
25
h-index
3
Papers
4

Publications

#1 2607.00527v1 Jul 01, 2026

AI Native Games: A Survey and Roadmap

Generative AI now enables games to produce dialogue, quests, characters, images, and worlds at runtime. Yet generation alone does not make a game AI-native, nor does it guarantee playability. This paper defines AI-native games by whether runtime generative AI is constitutive of the core loop: if the AI component were removed or trivially replaced, the central form of play would collapse or become fundamentally different. This counterfactual criterion separates AI-native games from AI-augmented games, boundary artifacts, chatbots, tavern-style role-play, procedural content generation, and AI-assisted production. Using this definition, we screen candidate artifacts and analyze 53 publicly available AI-native games and prototypes. We introduce a dual-axis G/N taxonomy: the G-axis captures player-facing game type, while the N-axis captures the dominant AI mechanic that makes generative AI indispensable to play. The corpus is concentrated around language-forward designs, especially narrative adventure, epistemic interaction, and generative narrative, while categories such as semantic adjudication, multi-agent simulation, generative construction, and relationship/companion play remain less represented. We argue that the central design problem is organizing semantic openness into stable gameplay. AI-native design depends on mechanical invariants: goals, rules, state, feedback, pacing, and player agency that make open-ended AI outputs interpretable and consequential. We conclude with a roadmap for controllable generation, AI-as-mechanic design, multimodal and multi-agent systems, inference economics, evaluation, safety, and regulation.

C. Verbrugge Fandi Meng Zhiyue Xu Kaijie Xu S. Lucas +1
0 Citations
#2 2602.18981v1 Feb 21, 2026

How Far Can We Go with Pixels Alone? A Pilot Study on Screen-Only Navigation in Commercial 3D ARPGs

Modern 3D game levels rely heavily on visual guidance, yet the navigability of level layouts remains difficult to quantify. Prior work either simulates play in simplified environments or analyzes static screenshots for visual affordances, but neither setting faithfully captures how players explore complex, real-world game levels. In this paper, we build on an existing open-source visual affordance detector and instantiate a screen-only exploration and navigation agent that operates purely from visual affordances. Our agent consumes live game frames, identifies salient interest points, and drives a simple finite-state controller over a minimal action space to explore Dark Souls-style linear levels and attempt to reach expected goal regions. Pilot experiments show that the agent can traverse most required segments and exhibits meaningful visual navigation behavior, but also highlight that limitations of the underlying visual model prevent truly comprehensive and reliable auto-navigation. We argue that this system provides a concrete, shared baseline and evaluation protocol for visual navigation in complex games, and we call for more attention to this necessary task. Our results suggest that purely vision-based sense-making models, with discrete single-modality inputs and without explicit reasoning, can effectively support navigation and environment understanding in idealized settings, but are unlikely to be a general solution on their own.

Kai Xu Mustafa Bugti C. Verbrugge
0 Citations
#3 2602.18947v1 Feb 21, 2026

(Perlin) Noise as AI coordinator

Large scale control of nonplayer agents is central to modern games, while production systems still struggle to balance several competing goals: locally smooth, natural behavior, and globally coordinated variety across space and time. Prior approaches rely on handcrafted rules or purely stochastic triggers, which either converge to mechanical synchrony or devolve into uncorrelated noise that is hard to tune. Continuous noise signals such as Perlin noise are well suited to this gap because they provide spatially and temporally coherent randomness, and they are already widely used for terrain, biomes, and other procedural assets. We adapt these signals for the first time to large scale AI control and present a general framework that treats continuous noise fields as an AI coordinator. The framework combines three layers of control: behavior parameterization for movement at the agent level, action time scheduling for when behaviors start and stop, and spawn or event type and feature generation for what appears and where. We instantiate the framework reproducibly and evaluate Perlin noise as a representative coordinator across multiple maps, scales, and seeds against random, filtered, deterministic, neighborhood constrained, and physics inspired baselines. Experiments show that coordinated noise fields provide stable activation statistics without lockstep, strong spatial coverage and regional balance, better diversity with controllable polarization, and competitive runtime. We hope this work motivates a broader exploration of coordinated noise in game AI as a practical path to combine efficiency, controllability, and quality.

Kai Xu C. Verbrugge
0 Citations
#4 2602.18943v1 Feb 21, 2026

High Dimensional Procedural Content Generation

Procedural content generation (PCG) has made substantial progress in shaping static 2D/3D geometry, while most methods treat gameplay mechanics as auxiliary and optimize only over space. We argue that this limits controllability and expressivity, and formally introduce High-Dimensional PCG (HDPCG): a framework that elevates non-geometric gameplay dimensions to first-class coordinates of a joint state space. We instantiate HDPCG along two concrete directions. Direction-Space augments geometry with a discrete layer dimension and validates reachability in 4D (x,y,z,l), enabling unified treatment of 2.5D/3.5D mechanics such as gravity inversion and parallel-world switching. Direction-Time augments geometry with temporal dynamics via time-expanded graphs, capturing action semantics and conflict rules. For each direction, we present three general, practicable algorithms with a shared pipeline of abstract skeleton generation, controlled grounding, high-dimensional validation, and multi-metric evaluation. Large-scale experiments across diverse settings validate the integrity of our problem formulation and the effectiveness of our methods on playability, structure, style, robustness, and efficiency. Beyond quantitative results, Unity-based case studies recreate playable scenarios that accord with our metrics. We hope HDPCG encourages a shift in PCG toward general representations and the generation of gameplay-relevant dimensions beyond geometry, paving the way for controllable, verifiable, and extensible level generation.

Kai Xu C. Verbrugge
0 Citations