Word2World: Generating Stories and Worlds through Large Language Models
Muhammad U. Nasir, Steven James, Julian Togelius
TL;DR
Word2World presents a zero-shot, LLM-driven pipeline that turns stories into narrative elements and playable 2D worlds by iteratively extracting characters, tiles, and goals, and constructing the world in two steps with feedback loops. It combines DistilBERT-based tile retrieval from curated datasets, A*-style playability checks, and an LLM agent that traverses objectives to refine the design, achieving high coherence and around 90% playability across tested models. The study provides extensive ablations and cross-model evaluations to demonstrate the necessity of each pipeline component, and highlights the system's potential as narrative-to-level tooling and reinforcement learning environment generator. The approach advances procedural content generation by enabling end-to-end, narrative-consistent world creation without task-specific fine-tuning, with practical implications for game design and AI research on open-ended environments.
Abstract
Large Language Models (LLMs) have proven their worth across a diverse spectrum of disciplines. LLMs have shown great potential in Procedural Content Generation (PCG) as well, but directly generating a level through a pre-trained LLM is still challenging. This work introduces Word2World, a system that enables LLMs to procedurally design playable games through stories, without any task-specific fine-tuning. Word2World leverages the abilities of LLMs to create diverse content and extract information. Combining these abilities, LLMs can create a story for the game, design narrative, and place tiles in appropriate places to create coherent worlds and playable games. We test Word2World with different LLMs and perform a thorough ablation study to validate each step. We open-source the code at https://github.com/umair-nasir14/Word2World.
