Development of an Adaptive System for Generating Game Quests and Dialogues Based on Large Language Models

Main Article Content

Vsevolod Tarasovich Trofimchuk
Vlada Vladimirovna Kugurakova

Abstract

This article addresses the problem of creating dynamic narrative systems for video games with real-time interactivity. It presents the development and testing of a GPT integration component for dialogue generation, which revealed a critical limitation of cloud-based solutions – a 30-second latency unacceptable for gameplay. A hybrid architecture of an adaptive system is proposed, combining LLMs with reinforcement learning mechanisms. Particular attention is given to solving the problems of game world consistency and managing long-term context of NPC interactions through a RAG approach. The transition to the Edge AI paradigm with the application of quantization methods to achieve a target latency of 200–500 ms is substantiated. Metrics for evaluating personalization and dynamic content adaptation have been developed.

Article Details

How to Cite
Trofimchuk, V. T., and V. V. Kugurakova. “Development of an Adaptive System for Generating Game Quests and Dialogues Based on Large Language Models”. Russian Digital Libraries Journal, vol. 28, no. 4, Nov. 2025, pp. 953-9, doi:10.26907/1562-5419-2025-28-4-957-986.

References

1. Gallotta R. et al. Large language models and games: A survey and roadmap // IEEE Transactions on Games. 2024.
2. Inworld. Future of NPCs report // inworld [Electronic resource]. – February 2023. URL: https://www.inworld.ai/blog/future-of-npcs-report
3. Sweetser P. Large language models and video games: A preliminary scoping review // Proceedings of the 6th ACM Conference on Conversational User Interfaces. 2024. P. 1–8.
4. Wang Q. et al. GenQuest: An LLM-based Text Adventure Game for Language Learners // arXiv preprint arXiv:2510.04498. 2025.
5. Hardiman J.P.W. et al. AI-powered dialogues and quests generation in role-playing games using Google's Gemini and Sentence BERT framework // Procedia Computer Science. 2024. Vol. 245. P. 1111–1119.
6. Ashby T. et al. Personalized quest and dialogue generation in role-playing games: A knowledge graph-and language model-based approach // Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems. 2023. P. 1–20.
7. Bolshakov E.S., Kugurakova V.V. Generative simulation of a game environment in real time // Russian Digital Libraries Journal. 2025. Vol. 28, No. 2. P. 188–212 (In Russian).
8. Nurygayanov N.R., Kugurakova V.V. An approach to creating a corpus of video game texts based on a universal structure // Russian Digital Libraries Journal. 2024. Vol. 27, No. 4. P. 578–597 (In Russian).
9. Akoury N., Yang Q., Iyyer M. A framework for exploring player perceptions of llm-generated dialogue in commercial video games // Findings of the Association for Computational Linguistics: EMNLP 2023. P.2295–2311.
10. Jin C., Cao P., Zaïane O. Role-Playing Based on Large Language Models via Style Extraction // International Conference on Neural Information Processing. Singapore: Springer Nature Singapore, 2024. P. 433–447.
11. Tseng Y.M. et al. Two tales of persona in llms: A survey of role-playing and personalization // arXiv preprint arXiv:2406.01171. 2024.
12. Trofimchuk V.T. Development of a component for GPT integration into video games: Bachelor's qualifying work, spec. 09.03.04 – Software Engineering, scientific supervisor Khafizov M.R., Kazan Federal University, Institute of Information Technology and Intelligent Systems, 2024. 54 p.
URL: https://kpfu.ru/student_diplom/10.160.178.20_FLP3APBW54SAM3JYPPT73DBLRFUS75DXQEBT_Z5F6LD7O0KAF7_F_Trofimchuk.pdf (In Russian)
13. Abdelrahman E. Edge AI and Edge Computing: Powering Real-Time Intelligence [Electronic resource] // Ultralytics. URL: https://www.ultralytics.com/ru/blog/edge-ai-and-edge-computing-powering-real-time-intelligence
14. Kuderin D. Edge AI: how neural networks work on devices with limited resources [Electronic resource] // TProger. URL: https://tproger.ru/articles/edge-ai--kak-rabotayut-nejroseti-na-ustrojstvah-s-ogranichennymi-resursami (In Russian).
15. Martindale J. Input lag and response time aren’t the same. Here’s which is more important [Electronic resource]. 2024. URL: https://www.digitaltrends.com/computing/input-lag-vs-response-time/
16. Kugurakova V.V. A formal approach to spatio-temporal modeling of game systems // Uchenye Zapiski Kazanskogo Universiteta. Seriya Fiziko-Matematicheskie Nauki. 2024. Vol. 166, No. 4. P. 532–554 (In Russian).
17. Chen B. Optimization Strategies for Role-Playing Games Based on Large Language Models // Proceedings of the 2nd International Conference on Data Science and Engineering: ICDSE 2025. P. 632–637.
18. Sakhibgareeva G.F., Kugurakova V.V., Bolshakov E.S. Game balancing tools // Russian Digital Libraries Journal. 2023. Vol. 26, No. 2. P. 225–251 (In Russian).


Most read articles by the same author(s)

1 2 > >>