Multi-Actor Generative Artificial Intelligence as a Game Engine

Fuente: arXiv
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Main Authors: Vezhnevets, Alexander Sasha, Matyas, Jayd, Cross, Logan, Paglieri, Davide, Chang, Minsuk, Cunningham, William A., Osindero, Simon, Isaac, William S., Leibo, Joel Z.
Format: Preprint
Published: 2025
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author Vezhnevets, Alexander Sasha
Matyas, Jayd
Cross, Logan
Paglieri, Davide
Chang, Minsuk
Cunningham, William A.
Osindero, Simon
Isaac, William S.
Leibo, Joel Z.
author_facet Vezhnevets, Alexander Sasha
Matyas, Jayd
Cross, Logan
Paglieri, Davide
Chang, Minsuk
Cunningham, William A.
Osindero, Simon
Isaac, William S.
Leibo, Joel Z.
contents 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.
format Preprint
id arxiv_https___arxiv_org_abs_2507_08892
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Multi-Actor Generative Artificial Intelligence as a Game Engine
Vezhnevets, Alexander Sasha
Matyas, Jayd
Cross, Logan
Paglieri, Davide
Chang, Minsuk
Cunningham, William A.
Osindero, Simon
Isaac, William S.
Leibo, Joel Z.
Artificial Intelligence
Multiagent Systems
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.
title Multi-Actor Generative Artificial Intelligence as a Game Engine
topic Artificial Intelligence
Multiagent Systems
url https://arxiv.org/abs/2507.08892