Multi-Actor Generative Artificial Intelligence as a Game Engine
Reviewed by Pith T0 review T1 audit T2 compute T3 formal T4 kernel pith:6S3VVO5Precord.jsonopen to challenge →
read the original abstract
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.
This paper has not been read by Pith yet.
Forward citations
Cited by 3 Pith papers
-
OpenGame: Open Agentic Coding for Games
OpenGame is the first open-source agentic framework for end-to-end web game creation, using Game Skills and GameCoder-27B to achieve state-of-the-art results on 150 prompts via a new benchmark measuring build health, ...
-
Stabilising Generative Models of Attitude Change
Researchers rendered cognitive dissonance, self-consistency, and self-perception theories as generative simulations that reproduce classic experimental behavioral patterns after iterative manual stabilization.
-
EASE Configuration Facilitates A Reproducible Science of LLM Social Simulations
Authors define EASE as a modular architecture for LLM multi-agent simulations, implement it in the SiliSocS sandbox, and illustrate its use via three case studies on research questions in generated social scenarios.
discussion (0)
Sign in with ORCID, Apple, or X to comment. Anyone can read and Pith papers without signing in.