Map Generation for Roguelike Games from Textual Descriptions Using Large Language Models

  • Gustavo Gurgel Medeiros UFC
  • Cristiano Bacelar de Oliveira UFC

Resumo


Introduction: Procedural Content Generation (PCG) enhances replayability in roguelike games but remains difficult to control via algorithmic parameters. Large Language Models (LLMs) introduce a “text-to-map” paradigm but still struggle with spatial reasoning. Objective: We propose an automated system that generates playable and structurally coherent roguelike maps from textual descriptions. Methodology: The architecture combines an LLM-driven Assets Generator for semantic content with a deterministic PCG algorithm for spatial layout generation and uses Retrieval-Augmented Generation (RAG) to map textual intent into visual assets, based on a dataset of 489 pixel-art images. Results: Evaluation indicates high semantic fidelity, with coherence scores of up to 93.6%, yielding visually cohesive and playable maps.
Palavras-chave: Procedural Content Generation, Large Language Models, Roguelike Games, Map Generation

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Publicado
29/09/2026
MEDEIROS, Gustavo Gurgel; OLIVEIRA, Cristiano Bacelar de. Map Generation for Roguelike Games from Textual Descriptions Using Large Language Models. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 25. , 2026, Goiânia/GO. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2026 . p. 870-881. DOI: https://doi.org/10.5753/sbgames.2026.25721.