Weaknesses
The paper has two major weaknesses in its present draft, the way it positions itself in terms of prior work and the evaluation.
### Prior Work
The authors do not appear to have engaged with the field of technical games research at all. This is a shame, as their game can be understood as an AI-based game [1] or specifically a NN game [2]. More broadly, the authors' work in terms of generation would fit into the Procedural Content Generation paradigm [3]. There is a 3+ decades long history of work in this space that is relevant to the authors' work [4], with significant recent work at the intersection of LLMs and game generation [5], and it is crucial that the authors update the introduction and related work to situate their work within this field.
### Evaluation
The authors primarily evaluate their work in terms of image quality and I have no major concern with these results (though the DreamSim results seem to incorrectly attribute the best score to their system). However, I have major concerns with the "Evaluation of LLM Generations", which is functionally the closest thing presented to a holistic evaluation of UNBOUNDED. Firstly, the norm within the area would be to make use of a user study for evaluation purposes [6,7]. Particularly since the authors make such an effort to allow for real time control, this would seem to follow naturally. Secondly, the evaluation is somewhat concerning due to the training process. Specifically, since the distillation approach makes use of GPT-4 to simulate user interaction data and the authors sample for uniqueness/variety, its fairly likely that the newly sampled user interaction data approximations will be very similar to these. Further, the largest model the authors compare to is again a GPT-4 variant. Given that GPT-4 is being used for both generation of data, as the system, and as the evaluation, there's a clear risk for bias. This could be addressed by any number of ways, including automated metrics for measuring game quality developed in prior game generation-like work [8,9]. But at present, it is difficult as an outside reader to get a sense of the actual quality of UNBOUNDED as a game. Failing this, it might be beneficial to include longer examples of gameplay in the supplementary materials at least.
### Figures
While these are not of major concern, I wanted to note two aspects of figures that I felt could be improved. First, the authors make use of a large number of fonts in their figures, and their primary font is a bit difficult to read. I'd suggest updating the figures to use a single, more legible font. Second, Figure 4 is largely superfluous. If the authors wish to retain it, it might be a better fit for an appendix.
1. Treanor, M., Zook, A., Eladhari, M. P., Togelius, J., Smith, G., Cook, M., ... & Smith, A. (2015). AI-based game design patterns.
2. Zhu, J., Villareale, J., Javvaji, N., Risi, S., Löwe, M., Weigelt, R., & Harteveld, C. (2021, May). Player-AI interaction: What neural network games reveal about AI as play. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 1-17).
3. Shaker, N., Togelius, J., & Nelson, M. J. (2016). Procedural content generation in games.
4. Pell, B. (1992). METAGAME: A new challenge for games and learning.
5. Gallotta, R., Todd, G., Zammit, M., Earle, S., Liapis, A., Togelius, J., & Yannakakis, G. N. (2024). Large language models and games: A survey and roadmap. arXiv preprint arXiv:2402.18659.
6. Anjum, A., Li, Y., Law, N., Charity, M., & Togelius, J. (2024, May). The Ink Splotch Effect: A case study on ChatGPT as a co-creative game designer. In Proceedings of the 19th International Conference on the Foundations of Digital Games (pp. 1-15).
7. Guzdial, M., & Riedl, M. O. (2021). Conceptual game expansion. IEEE Transactions on Games, 14(1), 93-106.
8. Khalifa, A., Green, M. C., Perez-Liebana, D., & Togelius, J. (2017, August). General video game rule generation. In 2017 IEEE Conference on Computational Intelligence and Games (CIG) (pp. 170-177). IEEE.
9. Guzdial, M., & Riedl, M. (2018, September). Automated game design via conceptual expansion. In Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (Vol. 14, No. 1, pp. 31-37).