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What if Red Can Talk? Dynamic Dialogue Generation Using Large Language Models (2407.20382v1)

Published 29 Jul 2024 in cs.CL

Abstract: 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 storytelling. While most games rely on written scripts to define the main story and character personalities, player immersion can be significantly enhanced through casual interactions between characters. With the advent of LLMs, we introduce a dialogue filler framework that utilizes LLMs enhanced by knowledge graphs to generate dynamic and contextually appropriate character interactions. We test this framework within the environments of Final Fantasy VII Remake and Pokemon, providing qualitative and quantitative evidence that demonstrates GPT-4's capability to act with defined personalities and generate dialogue. However, some flaws remain, such as GPT-4 being overly positive or more subtle personalities, such as maturity, tend to be of lower quality compared to more overt traits like timidity. This study aims to assist developers in crafting more nuanced filler dialogues, thereby enriching player immersion and enhancing the overall RPG experience.

Overview of "What if Red Can Talk? Dynamic Dialogue Generation Using LLMs"

The paper "What if Red Can Talk? Dynamic Dialogue Generation Using LLMs" by Navapat Nananukul and Wichayaporn Wongkamjan explores the transformative potential of employing LLMs to enhance dialogue interactions in role-playing games (RPGs). The research develops a dialogue filler framework leveraging the capabilities of LLMs integrated with knowledge graphs to generate dynamic and contextually appropriate character dialogues.

Key Contributions

This paper introduces an innovative dialogue generation framework utilizing LLMs, specifically tailored for RPGs to ensure character interactions are contextually rich and personality-driven. It makes the following contributions:

  1. Integration of Knowledge Graphs with LLMs:
    • The paper presents a method where knowledge graphs are constructed to store detailed data about game characters and scenarios. These graphs then serve as the foundation for generating dialogues, allowing for interactions that are more aligned with the character's defined traits.
  2. Evaluation of LLM Capabilities:
    • The research evaluates the effectiveness of GPT-4 in generating game dialogues when enhanced with knowledge-based systems. This involves generating dialogues for specific situations in games like Final Fantasy VII Remake and Pokémon, thereby illustrating the model's potential and limitations in context-driven dialogue tasks.

Methodological Insights

The paper outlines a process to generate dialogues by combining character-specific information stored in knowledge graphs with LLM prompting techniques. The system retrieves relevant knowledge triples and uses these in LLMs to generate dialogues that reflect the character's personality traits and adapt to various in-game scenarios.

Qualitative and Quantitative Findings

Initially, qualitative assessments reveal that while GPT-4 demonstrates the capability to maintain dialogue consistency, some challenges arise. Notably, the model often defaults to positive tones, potentially conflicting with certain character profiles. Quantitative evaluations are proposed for future work, including metric-driven assessments involving human evaluators to provide a comprehensive understanding of the model's performance in dialogue generation.

Practical and Theoretical Implications

The practical implications of this research are significant for game developers, enhancing RPG environments with more engaging and immersive player experiences. Theoretically, it contributes to AI research by exploring the intersection of LLMs and knowledge graphs, potentially paving the way for improved contextual dialogue generation systems.

Speculation on Future Developments

Future advancements might focus on addressing the over-positivity bias of LLMs and enhancing the integration of deeper personality traits into dialogue generation models. Continued exploration into fine-tuning and contextual alignment could further bolster the efficacy of AI-generated dialogues. Moreover, expanding the framework to accommodate more diverse game narratives and character interactions remains a promising direction for future research.

In conclusion, this paper provides valuable insights into the capabilities of LLMs for enhancing dynamic dialogues in RPGs and sets the stage for future exploration in AI-driven narrative systems.

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