Leveraging Large Language Models for Active Merchant Non-player Characters

Fuente: arXiv
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Main Authors: Kim, Byungjun, Kim, Minju, Seo, Dayeon, Kim, Bugeun
Format: Preprint
Published: 2024
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author Kim, Byungjun
Kim, Minju
Seo, Dayeon
Kim, Bugeun
author_facet Kim, Byungjun
Kim, Minju
Seo, Dayeon
Kim, Bugeun
contents 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.
format Preprint
id arxiv_https___arxiv_org_abs_2412_11189
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Leveraging Large Language Models for Active Merchant Non-player Characters
Kim, Byungjun
Kim, Minju
Seo, Dayeon
Kim, Bugeun
Artificial Intelligence
Computation and Language
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.
title Leveraging Large Language Models for Active Merchant Non-player Characters
topic Artificial Intelligence
Computation and Language
url https://arxiv.org/abs/2412.11189