Sign inGet started
Paper · arXiv

GAMEGO: Training Game-Dev Agents with Synthetic Trajectories Anchored in Real-World Assets

Recent advances in Large Language Models (LLMs) have demonstrated remarkable capabilities in web front-end execution, with browser-based game generation emerging as a particularly prominent frontier. While previous efforts frequently rely on complex multi-turn workflows or focus on static game evaluation benchmarks, this work targets direct end-to-end real-world game synthesis driven by coding agents. However, generating complex games directly from sparse user queries often forces coding agents to make underspecified assumptions, yielding incomplete mechanics, disconnected gameplay flows, and limited visual aesthetics. To resolve this issue, this paper presents GameGo, a scalable framewor...

AuthorsHaoyue Yang, Jingyao Li, Zhengfan Wu et al.
Primary categorycs.AI
Published2 October 2026
Last updated at source2 October 2026
cs.AI
Embed this entry
<iframe src="https://silytics.si/embed/item/b3fd8cf8-6e80-4e76-8ba5-1949215deb0f" width="420" height="190" style="border:0" loading="lazy" title="Silytics entry"></iframe>

Free, no tracking. More about feeds and embeds.

Popularity, last 2 days

0 now. Counts as reported by the source, snapshotted daily by Silytics.

Silytics shows public metadata from arXiv and links to the original. Information may be incomplete or out of date. Last refreshed 17 October 2026. Licenses and terms of the original apply to the work itself. Not financial, legal or professional advice.