用桌游规则框架让生成式AI在多角色场景中灵活互动
Multi-Actor Generative Artificial Intelligence as a Game Engine
- 借鉴桌游设定,将游戏主控者设计为可配置实体
- 通过组件化架构实现场景快速迭代与模块复用
- 适合社会模拟、叙事生成和AI评估等多类研究
生成式AI可用于多角色环境,涵盖社会科学研究、交互叙事和AI评估等多种用途。我们将其分为仿真型、戏剧型和评估型三类需求,需要灵活的场景定义框架。受桌面角色扮演游戏(TTRPG)启发,提出由游戏主控者(GM)负责非玩家角色行为与故事生成,其自身也作为可配置实体存在。采用实体-组件架构,使GM与其他角色一样由组件构成,实现工程师、设计师职责分离:前者负责底层实现,后者专注于组件组合与配置。该设计支持快速迭代、保持模块化并保障系统可扩展性。本文以Concordia库的演进为例,展示如何基于此理念有效构建符合特定目标的场景。
原文摘要 · Abstract (English)
Generative AI can be used in multi-actor environments with purposes ranging from social science modeling to interactive narrative and AI evaluation. Supporting this diversity of use cases -- which we classify as Simulationist, Dramatist, and Evaluationist -- demands a flexible scenario definition framework. We argue here that a good approach is to take inspiration from tabletop role-playing games (TTRPGs), where a Game Master (GM) is responsible for the environment and generates all parts of the story not directly determined by the voluntary actions of player characters. We argue that the Entity-Component architectural pattern is useful here. In such a system, the GM is not a hardcoded computer game but is itself a configurable entity, composed of components just like any other actor. By design, the approach allows for a separation between the underlying implementation details handled by an engineer, the creation of reusable components, and their composition and configuration managed by a designer who constructs entities from the components. This separation of concerns is instrumental for achieving rapid iteration, maintaining modularity, and ultimately to ensure scalability. We describe the ongoing evolution of the Concordia library in terms of this philosophy, demonstrating how it allows users to effectively configure scenarios that align with their specific goals.
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