We report on CoreForge, an experience in using large language models (LLMs) to build an unweighted MaxSAT solver from research papers rather than from an existing solver codebase. The project focuses on unsatisfiability-based MaxSAT algorithms and follows an iterative workflow that combines paper discussions with ChatGPT, implementation through Codex prompts, and repeated LLM-assisted code audits and revisions. Although the codebase implements several algorithms and solver components, our evaluation focuses on configurations that combine core-guided optimization, lightweight preprocessing, core minimization, integration with integer linear optimization backends, and a new core-sequence lookahead approach. Our experience suggests that LLMs can support solver implementation from papers, while requiring external validation, benchmarking, and human guidance. In our experiments, fuzzing and MaxSAT Evaluation instances did not reveal wrong answers in the tested configurations, although performance remains below the best hand-engineered MaxSAT solvers. We summarize what worked, what remained difficult, and the lessons for future LLM-assisted solver development.
Jan Wunderlich, Markus Kleffmann, Sebastian Lempertcs.SE cs.AI
Large language models (LLMs) are increasingly used to support software development, but their practical usefulness in applied game-development settings remains underexplored, especially when generated code must be integrated into an existing game software system. This paper presents an exploratory empirical case study of GPT-4o in a custom Python/Pygame endless runner. The study examines six selected development tasks: three localized refactoring tasks and three tasks involving gameplay feature generation. The resulting implementations were evaluated using software metrics, unit tests, and manual gameplay assessments. In this case study, all three selected refactoring tasks were completed successfully in functional terms, whereas only one of the three selected gameplay feature generation tasks resulted in a correctly integrated feature. The findings suggest that, in this setting, GPT-4o handled localized transformations more reliably than tasks requiring new gameplay interactions across multiple existing systems. Given the exploratory single-case design, these results are best interpreted as indicative observations rather than as generalizable evidence of category-level model performance. Overall, the paper contributes a transparent case-based account of the opportunities and limitations of LLM-assisted refactoring and gameplay feature generation in an existing game software system.