From LLM-Driven Trading Card Generation to Procedural Relatedness: A Pokémon Case Study
Johannes Pfau, Panagiotis Vrettis
TLDR
This paper introduces an AI pipeline using LLMs and diffusion models to procedurally generate personalized trading cards, tested with Pokémon.
Key contributions
- Introduces an AI pipeline combining LLMs and diffusion models for TCG card procedural generation.
- Enables personalized, dynamic card designs and fosters "procedural relatedness" between players and cards.
- Evaluated the pipeline in a user study where 49 participants generated 196 Pokémon card samples.
- Results showed high user satisfaction, with participants successfully realizing their custom card ideas.
Why it matters
This research offers a novel approach to combat stale metagames in TCGs by enabling infinite, personalized card designs. It paves the way for future AI-driven content generation systems that enhance player engagement and creativity.
Original Abstract
Since the dawn of Trading Card Games, the genre has grown into a multi-billion-dollar industry engaging millions of analog and digital players worldwide. Popular TCGs rely on regular updates, balance adjustments, and rotating constraints to sustain engagement. Yet, as metagames stabilize, predictable strategies dominate and viable card options diminish, often resulting in repetitive and impaired player experiences. This paper investigates the use of Large Language Models and Image Diffusion Models for Procedural Content Generation of TCG cards, addressing these challenges by enabling a personalized infinity of card designs. Modern generative AI not only enables large-scale content creation but could even introduce procedural relatedness, fostering unique connections between players and their cards. We present a pipeline combining player-centric co-creation, fine-tuned embeddings, local LLMs, and Diffusion Models to generate dynamic, personalized cards while potentially expanding creative range. We evaluated the pipeline in a user study with 49 participants who generated 196 Pokémon card samples. Participants rated aesthetics and representativeness of visuals and mechanics, and provided qualitative feedback. Results show high satisfaction and indicate that most participants successfully realized their own ideas through prompt adjustments. These findings lay groundwork for future content generation systems and alternatives to conventional metagame evolution through procedural relatedness.
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