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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>One Spell Fits All: A Generative AI Game as a Tool for Research in AI Creativity and Sustainable Design</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Tom Tucek</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kseniia Harshina</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Georgia Samaritaki</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Dipika Rajesh</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Amsterdam</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of California</institution>
          ,
          <addr-line>Santa Cruz</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Klagenfurt</institution>
          ,
          <addr-line>Klagenfurt, 9020</addr-line>
          ,
          <country country="AT">Austria</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper presents "One Spell Fits All", an AI-native game prototype where the player, playing as a witch, solves villagers' problems using magical conjurations. We show how, beyond being a standalone game, "One Spell Fits All" could serve as a research platform to explore several key areas in AI-driven and AI-native game design. These areas include AI creativity, user experience in predominantly AI-generated content, and the energy eficiency of locally running versus cloud-based AI models. By leveraging smaller, locally running generative AI models, including LLMs and difusion models for image generation, the game dynamically generates and evaluates content without the need for external APIs or internet access, ofering a sustainable and responsive gameplay experience. This paper explores the application of LLMs in narrative video games, outlines a game prototype's design and mechanics, and proposes future research opportunities that can be explored using the game as a platform.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Generative AI</kwd>
        <kwd>AI-driven Gameplay</kwd>
        <kwd>Local AI Models</kwd>
        <kwd>AI and Creativity</kwd>
        <kwd>Player Experience</kwd>
        <kwd>Procedural Content Generation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>In "One Spell Fits All" (OSFA), players take on the role of a
witch, capable of conjuring an infinite variety of items using
text-based input (see Figures 1 and 2). NPC-Villagers visit
the witch with a wide range of problems, and the player
is tasked with finding exactly one solution that solves all
of their problems at once – using a single text input. The
game uses locally running AI models to generate and
evaluate game content, providing a sustainable alternative with
lower latency compared to cloud-based AI services.
Furthermore, we believe that this video game can serve as a
research platform, as the game can provide an environment
to investigate various aspects of generative AI, such as AI
creativity, user experience for AI-generated content, and
energy eficiency – all of which can be compared across
diferent models or implementations. This paper discusses
the game’s integration of generative AI tools and outlines
the potential research directions that can be pursued using
this platform.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <p>
        Incorporating AI into interactive narratives has been a
longterm objective in video game research [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. This goal has
seen significant advancements with the recent surge in
generative AI tools, particularly large language models (LLMs).
Furthermore, the use of LLMs in video games has been
shown to increase the amount and the quality of possible
player interactions [
        <xref ref-type="bibr" rid="ref2 ref3 ref4 ref5">2, 3, 4, 5</xref>
        ].
      </p>
      <p>
        Significant advances for generative AI integrated into
games have been shown with examples like "1001 Nights" [
        <xref ref-type="bibr" rid="ref6 ref7">6,
7</xref>
        ], a game which explores dynamic content generation by
creating images of weapons based on the stories told by the
11th Experimental Artificial Intelligence in Games Workshop, November
19, 2024, Lexington, Kentucky, USA.
$ Tom.Tucek@aau.at (T. Tucek); Kseniia.Harshina@aau.at
(K. Harshina); g.samaritaki@uva.nl (G. Samaritaki); dirajesh@ucsc.edu
(D. Rajesh)
 https://github.com/YenR/OneSpellFitsAll (T. Tucek)
      </p>
      <p>0009-0001-1277-1473 (T. Tucek); 0009-0001-4491-4619 (K. Harshina);
0009-0006-8467-2374 (G. Samaritaki); 0009-0007-53 57-5560 (D. Rajesh)
© 2024 Copyright for this paper by its authors. Use permitted under Creative Commons License
Attribution 4.0 International (CC BY 4.0).
player. The authors of the game also argue for the use of the
term ”AI-native” games, as opposed to AI-powered games,
for video games that use generative models as an integral
core feature. We adopt this term to describe OSFA.</p>
      <p>
        The integration of AI in video games has been explored
in literature, with foundational texts such as those by
Yannakakis and Togelius [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] providing a comprehensive
overview of how artificial intelligence can enhance game
design through techniques like procedural content
generation (PCG), player modelling, and dynamic dificulty
adjustment. OSFA builds upon these concepts by applying local AI
models to create a responsive and sustainable game
environment. Elements of PCG [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] have formed the base of OSFA,
to showcase how AI can autonomously create complex and
engaging game content.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Game Design and Mechanics</title>
      <p>The core gameplay loop of OSFA revolves around the
player’s text input. Taking on the role of a witch,
players have to address the various needs of NPC-villagers by
using magical conjurations. In each round, the system feeds
a solution item from a list of predefined solutions to the LLM,
which then reverse-engineers problems. These problems
are then posed as requests from the villagers. Players have
complete creative freedom regarding their input, which is
funnelled into various models.</p>
      <sec id="sec-3-1">
        <title>3.1. Gameplay Overview</title>
        <p>In OSFA, an increasing number of villagers visit the player’s
hut, each with a specific problem that needs to be solved.
The player must provide a solution through text input, to
conjure an item that solves all of the present villagers’
problems at once. The game progresses in turns, with each turn
representing a new challenge through a new set of villagers.
The player’s success is measured by their ability to satisfy
the villagers, which is reflected in the game’s scoring system.
Figures 1 and 2 showcase the in-game environment where
the witch summons items based on player input (top-right)
and the villagers voicing their problems.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Problem and Solution Generation</title>
        <p>One of the innovative aspects of OSFA is the use of AI to
dynamically generate problems and evaluate solutions at
runtime. The game currently employs the Mistral-7B-Instruct
model, via the LLM for Unity library 1 to generate unique
problems equal to the number of present villagers, based
on a provided keyword. This ensures that the challenges
presented to the player are varied, contextually relevant,
and have at least one correct solution for all problems. Once
the player provides a solution, the game tests for validity
and then uses the all-MiniLM-L6-v2 2 transformer model
to evaluate the solution based on a similarity score to the
original keyword. Future iterations of the game will try the
use of LLMs for evaluation of the solution as well. The game
then generates a visual representation of the solution, using
a custom difusion model 3 and ComfyUI 4, which is then
presented to the player and the villagers.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Villager Interactions</title>
        <p>The interactions between the player and the NPC-villagers
are central to the game’s narrative and mechanics. Villagers
respond to the player’s solutions based on the AI’s
evaluation, and their satisfaction is reflected in the game’s scoring
system. The scoring system, in turn, afects how many
villagers come back to the player. These interactions are
designed to create a dynamic and responsive gameplay loop,
1https://github.com/undreamai/LLMUnity
2https://huggingface.co/sentence-transformers/all-MiniLM-L6-v2
3https://huggingface.co/megaaziib/aziibpixelmix
4https://github.com/comfyanonymous/ComfyUI
in which the player must think creatively and strategically
to meet all of the villagers’ needs.</p>
      </sec>
      <sec id="sec-3-4">
        <title>3.4. Artistic Elements</title>
        <p>OSFA features a distinct pixel art style that complements its
AI-driven gameplay. The game’s art is a mix of free assets
and AI-generated art, such as the sprite of the witch. The
locally running model creates pixel art assets in real-time
based on player input, which matches stylistically with the
rest of the game. Furthermore, the background music and
the theme song for the main menu have also been created
using generative AI tools.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Technical Workflow</title>
    </sec>
    <sec id="sec-5">
      <title>5. AI Integration</title>
      <p>OSFA uses multiple AI models running locally and at the
same time to create a dynamic gameplay experience. The
integration of these models is central to the game’s ability
to generate problems, evaluate solutions, and provide visual
feedback. This section gives more details on how various
AI components are implemented and interact within the
game. Notably, the game’s architecture was designed with
modularity in mind – which means that each model can be
swapped out separately.</p>
      <p>The Mistral-7B-Instruct model, used as the LLM within
the game, is responsible for generating the unique problems
that each villager presents to the player. The model operates
locally on the player’s computer, limiting energy
consumption and eliminating the need for external API calls. The use
of such a local implementation can also reduce the latency
between player input and feedback, as well as improve data
privacy concerns, as no data is sent to third parties.</p>
      <p>To evaluate the player’s solutions, OSFA integrates the
all-MiniLM-L6-v2 transformer model. After the player
provides a solution to a villager’s problem, the model calculates
a similarity score compared to a ’perfect’ solution, thus
determining whether the player’s input suficiently addresses
the problem. Currently, all villagers’ problems are evaluated
at once, but future implementations will aim to evaluate
them on a case-by-case basis (e.g., by using an LLM instead
of a transformer), thus allowing for partially correct answers
as well.</p>
      <p>Based on the player’s input, the conjured items are
generated using a pixel-art difusion model and a custom ComfyUI
workflow . This tool is integrated into the game’s AI pipeline,
allowing it to dynamically create pixel art assets based on
the input in real time.</p>
      <p>The AI models in OSFA are implemented within a
framework that supports real-time interaction and processing.
The models run locally on the player’s machine and the
game was made using the Unity Game Engine, using scripts,
plugins, and libraries to control the AI models. By running
the AI components locally, the game minimizes latency and
increases security through the lack of network
communication, although the player’s hardware specification can still
cause delays.</p>
    </sec>
    <sec id="sec-6">
      <title>6. User Experience and Feedback</title>
      <p>Initial testing indicates that players appreciate the dynamic
problem-solving elements, though challenges such as model
latency were encountered and mitigated through
optimization techniques. The game was developed and showcased
during a game jam event, where it won second place. More
than ten people at a time engaged with the game, often
collaborating to guess and influence the player’s decisions.
This collective engagement fostered curiosity and a fun,
cooperative atmosphere. Players found it challenging to
discover the correct solutions but remained persistent,
continually attempting new ideas. When the villagers left satisfied
with a solution, it elicited cheers and a sense of
accomplishment among the group. Participants particularly enjoyed
the generated images, highlighting them as a standout
feature. However, some areas of improvement were noted.
There was ambiguity when players felt their solutions were
appropriate but unacknowledged by the system.
Enhancing the feedback mechanism to provide clearer guidance
when solutions are rejected could significantly improve user
experience.</p>
    </sec>
    <sec id="sec-7">
      <title>7. Future Work</title>
      <p>Future work will focus on evaluating and enhancing the
AI-driven creativity within the game, assessing user
experience and satisfaction through comprehensive playtesting,
and analyzing the cost-benefit ratio of using local AI models
compared to cloud-based solutions. We aim to ensure an
engaging and satisfying player experience while at the same
time promoting sustainable AI practices in game
development.</p>
      <sec id="sec-7-1">
        <title>7.1. AI Creativity</title>
        <p>
          Creativity, especially in the context of generative AI, is a
rich and interdisciplinary research field [
          <xref ref-type="bibr" rid="ref10 ref11 ref12">10, 11, 12</xref>
          ]. As
OSFA uses an LLM to generate villagers’ wishes and
requests based on specific keywords, we believe that it opens
up new possibilities for exploring AI creativity. The ability
of AI to generate novel and varied problems from similar
inputs is understood to be a form of creativity, presenting
several interesting research questions. The first step could
be defining and quantifying AI creativity in the context of
the game prototype. One approach could be to develop a
creativity score to evaluate the LLM’s performance in
generating unique and contextually appropriate problems. This
score would be based on the similarity of problems
generated by the AI across various playthroughs and diferent
versions of the game.
        </p>
        <p>To explore this, data on AI-generated problems needs to
be collected across multiple sessions and then compared
against several types of solutions: those manually crafted
by human designers, those generated solely by the LLM, and
a mix of human and AI-generated content. This comparison
could reveal how closely AI outputs align with expected
creative standards, as well as how AI can complement human
creativity.</p>
        <p>In addition to a creativity score, other metrics can help
to better understand and measure AI creativity. Novelty can
assess how often the AI produces entirely new problems not
seen in previous playthroughs. Diversity measures the range
of diferent problem types generated in response to similar
keywords within a single playthrough. Consistency can
evaluate the AI’s ability to maintain high-quality, contextually
relevant problems across diferent scenarios. Adaptability
assesses how well the AI adjusts its problem generation to
varying game contexts or player actions, ensuring that the
problems remain appropriate and challenging.</p>
        <p>This leads to another question – how do diferent LLM
models compare in terms of their creative outputs? By
systematically comparing these metrics across various LLMs,
we could gain insights into which models are better suited
for generating creative content in games. This could also
inform the future development of AI systems designed
specifically for creative tasks. Developing these metrics and
comparing diferent models should deepen our understanding
of how AI can be used to generate novel and engaging
content. This research could have broader implications for AI
applications in creative industries, such as game design,
storytelling, and digital art.</p>
      </sec>
      <sec id="sec-7-2">
        <title>7.2. User Experience and Satisfaction</title>
        <p>Understanding user experience (UX) and satisfaction can
help in evaluating the success of OSFA, especially given its
integration of AI-generated content. This section explores
methods to assess how players interact with and perceive
the game, particularly in the context of its AI elements. One
approach to evaluating UX in OSFA is heuristic evaluation.
By having experts review the game based on established
usability principles, it’s possible to identify both strengths
and potential issues within the game. Key considerations
include ensuring that AI-generated content maintains
consistency and adheres to the game’s internal rules.</p>
        <p>Beyond heuristic evaluation, another important aspect
is understanding how players’ awareness of AI-generated
content influences their enjoyment. It is worth
investigating whether players perceive the AI elements (referring to
both the pre-generated content such as music and visuals,
as well as dynamically generated content) as positive
additions to the game or if knowing that most of the content is
AI-generated afects their perception of the game’s
creativity and quality. For instance, surveys or interviews could
be conducted to explore whether this awareness impacts
players’ overall satisfaction and engagement and how
AIdriven design challenges their expectations. In summary,
understanding user experience and satisfaction in a
predominantly AI-generated game like OSFA can help answer other
important research questions regarding players’ perceptions
of AI content.</p>
      </sec>
      <sec id="sec-7-3">
        <title>7.3. Energy Eficiency of Local AI Models vs.</title>
      </sec>
      <sec id="sec-7-4">
        <title>Cloud-Based Solutions</title>
        <p>As AI-native games like OSFA continue to develop, an
important question arises: How does the utilization of local AI
models compare to cloud-based solutions in terms of energy
eficiency? This question is particularly relevant for our
game, which operates AI models locally. While it is
generally accepted that running smaller LLMs locally would be
faster and more power eficient than remote calls to larger
cloud-based models (such as GPT-5), this claim still
warrants further investigation, especially in terms of broader
scalability and environmental impact. A more detailed
comparative analysis could explore the trade-ofs between local
and cloud-based solutions, considering the quality of the
generated content, latency, and also the total energy
consumption involved. This includes power requirements for
both local machines and cloud-based servers, as well as
the energy costs of data transmission between clients and
remote servers. The goal would be to determine which
approach ofers greater energy eficiency, considering factors
such as scalability, environmental impact, and the trade-ofs
between performance, quality, latency, and energy use.</p>
        <p>Understanding these diferences can have significant
implications for game development. If local AI models prove to
be more energy-eficient while guaranteeing suficient
quality of experience, they could become the preferred choice for
sustainable game design. However, if their quality remains
lacking, and cloud-based solutions ofer better eficiency,
this will influence how AI resources are deployed in future
projects as well. Exploring the energy eficiency of AI
models is important for many reasons – not only for improving
game performance but also for advancing sustainability in
the AI and video game industry. By comparing the energy
use of local AI models with server-based and cloud-based
solutions, this research could guide future developments in
AI-driven game design, promoting more environmentally
conscious practices.</p>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>8. Conclusion</title>
      <p>OSFA demonstrates the potential of locally-run AI models
in game development, ofering both an engaging gameplay
experience and a versatile platform for research. By
reducing reliance on cloud-based services, the game opens up
new avenues for studying AI creativity, UX, and energy
eficiency. This paper outlines the game’s design and
mechanics, while also proposing several research directions
that can be explored using the game as a platform, thus
contributing to the broader discourse on AI in games and
digital creativity.</p>
    </sec>
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