arXiv · 2212.10618
Ontologically Faithful Generation of Non-Player Character Dialogues
Abstract
We introduce a language generation task grounded in a popular video game environment. KNUDGE (KNowledge Constrained User-NPC Dialogue GEneration) requires models to produce trees of dialogue between video game characters that accurately reflect quest and entity specifications stated in natural language. KNUDGE is constructed from side quest dialogues drawn directly from game data of Obsidian Entertainment's The Outer Worlds, leading to real-world complexities in generation: (1) dialogues are branching trees as opposed to linear chains of utterances; (2) utterances must remain faithful to the game lore -- character personas, backstories, and entity relationships; and (3) a dialogue must accurately reveal new quest details to the human player. We report results for a set of neural generation models using supervised and in-context learning techniques; we find competent performance but room for future work addressing the challenges of creating realistic, game-quality dialogues.
Explore related subjects
Keep this discovery
Nathaniel Weir, Ryan Thomas, Randolph D'Amore, Kellie Hill, Benjamin Van Durme, Harsh Jhamtani. 2022-12-20. Ontologically Faithful Generation of Non-Player Character Dialogues. https://arxiv.org/abs/2212.10618
Cite the original work for its findings. Save a collection to share your selection of sources.