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Johannes Pfau

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2 published item(s)

preprint2026arXiv

From LLM-Driven Trading Card Generation to Procedural Relatedness: A Pokémon Case Study

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.

preprint2022arXiv

Nutzungsverhalten und Funktionsanforderungen digitaler Trainingsanwendungen während der Pandemie

Due to contact restrictions, closure of fitness centers and quarantine measures, the SARS-CoV-2 pandemic led to a considerable decline of sporting activities. The first relaxation of these restrictions allowed German citizens to mostly return to their normal training and exercise behavior, yet the long-term impact of the recurring measures (i.e. the "Lockdown", "Lockdown light" as well as the "Corona Emergency Break" in the case of Germany) remain rather under-investigated. Using a survey of (n=108) German sportspersons, we measured a significant decline of sporting activities even within the intermediary phases without major pandemic constraints. To evaluate the capabilities of digital training applications in countering these effects, we additionally recorded the usage of, among others, apps, trackers, videos and conferencing systems and identified the most important as well as missing and/or essential features with regards to their capabilities of facilitating individual sport and training in times without access to facilities or social contacts. Effectively, the usage of smart watches, online videos and conferences increased significantly when compared to before the pandemic; and especially online videos and conferences contributed to higher training frequencies. Data-driven or individual feedback, motivation and collaboration revealed to be the most important or even necessary functions for users of digital training applications to counter the decline of social components of training.