AI crossing: integración de LLMs en la interacción con NPCs con asistencia del diseñador
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2025
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Abstract
En los últimos años, la evolución del procesamiento del lenguaje, y en particular de los grandes modelos de lenguaje (LLMs), ha provocado transformaciones en la sociedad, cambiando la manera en que las personas interactúan con esta tecnología en su vida diaria.
Este proyecto se enfoca en aplicar dicha tecnología al ámbito de los videojuegos, centrándose en los personajes no jugables (NPCs) y su capacidad de interacción. El objetivo es explorar cómo integrar un modelo de lenguaje en sus dos de sus mecánicas principales: el diálogo y las misiones, pero siempre bajo la supervisión del diseñador. De este modo, hay un equilibrio entre el contenido generado automáticamente por el modelo y el control creativo del diseñador, asegurando así que todo el contenido se ajusta al diseño y narrativa del juego.
Bajo esta premisa, se pretende desarrollar un prototipo de juego en Unity donde probar estas características. El juego debe ser fácilmente extensible, pero lo suficientemente completo como para aprovechar el potencial de los modelos de lenguaje. Para ello, se llevará a cabo un análisis comparativo de diferentes videojuegos y proyectos relacionados, seleccionando las tecnologías y patrones de diseño más adecuados.
Además, con el objetivo de brindar flexibilidad y evaluar diferentes opciones de integración, se diseñará un sistema dentro del motor de juegos que permitirá utilizar modelos de lenguaje a través de diversos entornos: servidores remoto y local, y desde el propio juego.
Finalmente, se evaluará la calidad del proyecto desde una doble perspectiva: la del diseñador, para verificar si la herramienta de generación de misiones es adecuada, y la del jugador, para probar la experiencia completa del juego.
In recent years, the evolution of Natural Language Processing, and in particular of Large Language Models (LLMs), has brought about transformations in society, changing the way people interact with this technology in their everyday life. This project focuses on applying said technology to the field of video games, focusing on Non-Playable Characters (NPCs) and their interaction capabilities. The goal is to explore how to integrate a Large Language Model into two of their core mechanics: dialog and quests, always under the designer’s supervision. This way, there is a balance between the content automatically generated by the model and the designer’s creative control, ensuring that all content fits the game’s design and narrative. Under this premise, the goal is to develop a game prototype in Unity to test these features. The game must be easily extensible, yet comprehensive enough to take full advantage of the language models. To this end, a comparative analysis of different video games and related works will be conducted, selecting the most appropriate technologies and design patterns. Additionally, to provide flexibility and evaluate how the different integration options work, a robust system will be designed within the game engine, which allows language models to run through various environments: remote and local servers, and within the game itself. Finally, the project’s functionality will be evaluated from a double perspective: that of the designer, to verify if the quest generation tool is suitable, and that of the player, to test the whole game experience.
In recent years, the evolution of Natural Language Processing, and in particular of Large Language Models (LLMs), has brought about transformations in society, changing the way people interact with this technology in their everyday life. This project focuses on applying said technology to the field of video games, focusing on Non-Playable Characters (NPCs) and their interaction capabilities. The goal is to explore how to integrate a Large Language Model into two of their core mechanics: dialog and quests, always under the designer’s supervision. This way, there is a balance between the content automatically generated by the model and the designer’s creative control, ensuring that all content fits the game’s design and narrative. Under this premise, the goal is to develop a game prototype in Unity to test these features. The game must be easily extensible, yet comprehensive enough to take full advantage of the language models. To this end, a comparative analysis of different video games and related works will be conducted, selecting the most appropriate technologies and design patterns. Additionally, to provide flexibility and evaluate how the different integration options work, a robust system will be designed within the game engine, which allows language models to run through various environments: remote and local servers, and within the game itself. Finally, the project’s functionality will be evaluated from a double perspective: that of the designer, to verify if the quest generation tool is suitable, and that of the player, to test the whole game experience.
Description
Trabajo de Fin de Grado en Desarrollo de Videojuegos, Facultad de Informática UCM, Departamento de Ingeniería del Software e Inteligencia Artificial, Curso 2024/2025












