用大模型让游戏商人能主动议价对话,打破死板交易模式。
Leveraging Large Language Models for Active Merchant Non-player Characters
- 基于大模型构建评估与谈判双模块,实现动态定价与自然对话。
- 小模型经微调后可有效模拟活跃商人,提升游戏互动沉浸感。
- 发现三类模型输出异常,提示实际部署需谨慎处理逻辑风险。
当前游戏中的商人非玩家角色(NPC)存在两大问题:定价僵化与沟通刻板。前者指商人无法灵活调整物品价格,后者则表现为仅能按预设脚本与玩家交互。为解决这一问题,本文提出基于大语言模型(LLM)的商人框架MART,包含评估模块与谈判模块。通过两项实验,测试不同训练方法(如监督微调SFT、知识蒸馏KD)与模型规模在多种游戏环境下的表现。结果表明,采用微调方法的小型模型即可实现具备主动性的商人行为。此外,研究识别出三类由大模型响应引发的异常情况,提醒实际应用中需关注输出稳定性与逻辑合理性。
原文摘要 · Abstract (English)
We highlight two significant issues leading to the passivity of current merchant non-player characters (NPCs): pricing and communication. While immersive interactions with active NPCs have been a focus, price negotiations between merchant NPCs and players remain underexplored. First, passive pricing refers to the limited ability of merchants to modify predefined item prices. Second, passive communication means that merchants can only interact with players in a scripted manner. To tackle these issues and create an active merchant NPC, we propose a merchant framework based on large language models (LLMs), called MART, which consists of an appraiser module and a negotiator module. We conducted two experiments to explore various implementation options under different training methods and LLM sizes, considering a range of possible game environments. Our findings indicate that finetuning methods, such as supervised finetuning (SFT) and knowledge distillation (KD), are effective in using smaller LLMs to implement active merchant NPCs. Additionally, we found three irregular cases arising from the responses of LLMs.
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