Zero-Shot Reasoning: Personalized Content Generation Without the Cold Start Problem
Davor Hafnar, Jure Demšar
TL;DR
This work tackles the cold-start and data-cost barriers of personalized procedural content generation by employing zero-shot reasoning with GPT-4 to generate personalized mobile game levels from real-time gameplay data. An end-to-end production-oriented pipeline combines a Unity Match-3 game, Google Cloud data collection, and a backend PCG module that serves three JSON-formatted level parameter sets per completed level. Bayesian analyses reveal that LLM-based personalized PCG improves overall level completion rates over traditional PCG, while ratings depend on how dropouts are accounted for, highlighting both engagement gains and nuanced user satisfaction. The study demonstrates the practicality and scalability of using zero-shot LLMs for production PCG and points to broad future opportunities for expanding personalization across game genres and mechanics.
Abstract
Procedural content generation uses algorithmic techniques to create large amounts of new content for games at much lower production costs. In newer approaches, procedural content generation utilizes machine learning. However, these methods usually require expensive collection of large amounts of data, as well as the development and training of fairly complex learning models, which can be both extremely time-consuming and expensive. The core of our research is to explore whether we can lower the barrier to the use of personalized procedural content generation through a more practical and generalizable approach with large language models. Matching game content with player preferences benefits both players, who enjoy the game more, and developers, who increasingly depend on players enjoying the game before being able to monetize it. Therefore, this paper presents a novel approach to achieving personalization by using large language models to propose levels based on the gameplay data continuously collected from individual players. We compared the levels generated using our approach with levels generated with more traditional procedural generation techniques. Our easily reproducible method has proven viable in a production setting and outperformed levels generated by traditional methods in the probability that a player will not quit the game mid-level.
