Related papers: Open Role-Playing with Delta-Engines
Promoting behavioural diversity is critical for solving games with non-transitive dynamics where strategic cycles exist, and there is no consistent winner (e.g., Rock-Paper-Scissors). Yet, there is a lack of rigorous treatment for defining…
Procedural content generation (PCG) has become an increasingly popular technique in game development, allowing developers to generate dynamic, replayable, and scalable environments with reduced manual effort. In this study, a novel method…
The recent introduction of the Assistants API highlights its potential for large language models (LLMs) in role-playing agents (RPA). However, maintaining consistent character personas remains a significant challenge due to variability in…
Large Language Models (LLMs) have revolutionized open-domain dialogue agents but encounter challenges in multi-character role-playing (MCRP) scenarios. To address the issue, we present Neeko, an innovative framework designed for efficient…
PK Dick once asked "Do Androids Dream of Electric Sheep?" In video games, a similar question could be asked of non-player characters: Do NPCs have dreams? Can they live and change as humans do? Can NPCs have personalities, and can these…
The advent of Large Language Models (LLMs) has paved the way for complex tasks such as role-playing, which enhances user interactions by enabling models to imitate various characters. However, the closed-source nature of state-of-the-art…
Given a strategically complex board game, human players can quickly learn to devise strategies after playing a few rounds. Autonomous agents require similar capabilities in realistic interactive environments, yet existing agent benchmarks…
Several attempts have been made to implement text command control for game agents. However, current technologies are limited to processing predefined format commands. This paper proposes a pioneering text command control system for a game…
In recent years, with the rapid advancement of large language models (LLMs), role-playing language agents (RPLAs) have emerged as a prominent research focus at the intersection of natural language processing (NLP) and human-computer…
In role-playing games a Game Master (GM) is the player in charge of the game, who must design the challenges the players face and narrate the outcomes of their actions. In this work we discuss some challenges to model GMs from an…
The capacity of an embodied agent to understand, predict, and interact with its environment is fundamentally contingent on an internal world model. This paper introduces a novel framework for investigating the formation and adaptation of…
We introduce a language generation task grounded in a popular video game environment. KNUDGE (KNowledge Constrained User-NPC Dialogue GEneration) requires models to produce trees of dialogue between video game characters that accurately…
Our effort is toward unifying GAN and DRL algorithms into a unifying AI model (AGI or general-purpose AI or artificial general intelligence which has general-purpose applications to: (A) offline learning (of stored data) like GAN in…
Large language models (LLMs) exhibit impressive proficiency in natural language generation, understanding user instructions, and emulating human-like language use, which has led to significant interest in their application to role-playing…
Deep reinforcement learning (DRL) has proven to be an effective tool for creating general video-game AI. However most current DRL video-game agents learn end-to-end from the video-output of the game, which is superfluous for many…
Games allow us to construct and explore identities and offer us role models, good and bad. Game characters are a reflection of us -- players and creators alike -- or could be. But do games also encode identities, values, and orientations…
Large Language Models (LLMs) have shown promise in character imitation, enabling immersive and engaging conversations. However, they often generate content that is irrelevant or inconsistent with a character's background. We attribute these…
We introduce consumption games, a model for discrete interactive system with multiple resources that are consumed or reloaded independently. More precisely, a consumption game is a finite-state graph where each transition is labeled by a…
We propose a new General Game Playing (GGP) system called Regular Games (RG). The main goal of RG is to be both computationally efficient and convenient for game design. The system consists of several languages. The core component is a…
A new approach for the study of social games and communications is proposed. Games are simulated between cognitive players who build the opponent's internal model and decide their next strategy from predictions based on the model. In this…