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This report presents the solution and results of our team MSRA\_SC in the Commonsense Persona-Grounded Dialogue Challenge (CPDC 2025). We propose a simple yet effective framework that unifies improvements across both GPU Track and API…
This report investigates approaches for prompting a tool-augmented large language model (LLM) to act as a role-playing dialogue agent in the API track of the Commonsense Persona-grounded Dialogue Challenge (CPDC) 2025. In this setting,…
We present a multi-expert system for creating Non-Player Characters (NPCs) capable of both natural dialogue and contextual action execution in interactive environments. Using Qwen3 as the base model and Low-Rank Adaptation (LoRA) adapters,…
We present an approach for enhancing non-playable characters (NPCs) in games by combining large language models (LLMs) with computer vision to provide contextual awareness of their surroundings. Conventional NPCs typically rely on…
Recent work has proposed a methodology for the systematic evaluation of "Situated Language Understanding Agents"-agents that operate in rich linguistic and non-linguistic contexts-through testing them in carefully constructed interactive…
This study presents RoleCraft-GLM, an innovative framework aimed at enhancing personalized role-playing with Large Language Models (LLMs). RoleCraft-GLM addresses the key issue of lacking personalized interactions in conversational AI, and…
Large Language Models (LLMs) have demonstrated remarkable capabilities in generating human-like text, yet their applicability to dialogue systems in computer games remains limited. This limitation arises from their substantial hardware…
Large language models (LLMs) are bringing richer dialogue and social behavior into games, but they also expose a control problem that existing game interfaces do not directly address: how should LLM characters participate in live…
One major challenge in reinforcement learning (RL) is the large amount of steps for the RL agent needs to converge in the training process and learn the optimal policy, especially in text-based game environments where the action space is…
It has been established in recent work that Large Language Models (LLMs) can be prompted to "self-play" conversational games that probe certain capabilities (general instruction following, strategic goal orientation, language understanding…
Recent advancements in Large Language Models (LLMs) have shown outstanding potential for role-playing applications. Evaluating these capabilities is becoming crucial yet remains challenging. Existing benchmarks mostly adopt a…
There are currently two main paradigms for evaluating large language models (LLMs), reference-based evaluation and preference-based evaluation. The first, carried over from the evaluation of machine learning models in general, relies on…
The rapid advancement of large language models (LLMs) has enabled role-playing language agents to demonstrate significant potential in various applications. However, relying solely on prompts and contextual inputs often proves insufficient…
Customizable role-playing in large language models (LLMs), also known as character generalization, is gaining increasing attention for its versatility and cost-efficiency in developing and deploying role-playing dialogue agents. This study…
We introduce a dynamic benchmarking system for conversational agents that evaluates their performance through a single, simulated, and lengthy user$\leftrightarrow$agent interaction. The interaction is a conversation between the user and…
NPCs in traditional games are often limited by static dialogue trees and a single platform for interaction. To overcome these constraints, this study presents a prototype system that enables large language model (LLM)-powered NPCs to…
Dialogue agents that support human users in solving complex tasks have received much attention recently. Many such tasks are NP-hard optimization problems that require careful collaborative exploration of the solution space. We introduce a…
Role-playing games (RPGs) provide players with a rich, interactive world to explore. Dialogue serves as the primary means of communication between developers and players, manifesting in various forms such as guides, NPC interactions, and…
This research explores the potential of Large Language Models (LLMs) to utilize psychometric values, specifically personality information, within the context of video game character development. Affective Computing (AC) systems quantify a…
Creating Non-Player Characters (NPCs) that can react robustly to unforeseen player behaviour or novel game content is difficult and time-consuming. This hinders the design of believable characters, and the inclusion of NPCs in games that…