Word2Minecraft: Generating 3D Game Levels through Large Language Models
Shuo Huang, Muhammad Umair Nasir, Steven James, Julian Togelius
TL;DR
Word2Minecraft presents a pipeline that translates structured stories into playable Minecraft levels by leveraging large language models for narrative generation, 2D map construction, and Minecraft translation. A novel adaptive tile-scaling mechanism preserves spatial realism, while sub-map generation enables objective-driven variety and scalable complexity. Comparative evaluations reveal GPT-4-Turbo delivers higher story coherence, diversity, and functional gameplay, whereas GPT-4o-Mini yields stronger aesthetics, with an evolutionary baseline (EA) achieving the highest overall enjoyment. The work advances story-driven procedural content generation in 3D environments and demonstrates open-source code to foster future research and practical deployment.
Abstract
We present Word2Minecraft, a system that leverages large language models to generate playable game levels in Minecraft based on structured stories. The system transforms narrative elements-such as protagonist goals, antagonist challenges, and environmental settings-into game levels with both spatial and gameplay constraints. We introduce a flexible framework that allows for the customization of story complexity, enabling dynamic level generation. The system employs a scaling algorithm to maintain spatial consistency while adapting key game elements. We evaluate Word2Minecraft using both metric-based and human-based methods. Our results show that GPT-4-Turbo outperforms GPT-4o-Mini in most areas, including story coherence and objective enjoyment, while the latter excels in aesthetic appeal. We also demonstrate the system' s ability to generate levels with high map enjoyment, offering a promising step forward in the intersection of story generation and game design. We open-source the code at https://github.com/JMZ-kk/Word2Minecraft/tree/word2mc_v0
