Large language model-driven world adaptation for emergent gameplay
AssigneePostVoyage LLC
InventorJohn Bowie
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AssigneePostVoyage LLC
InventorJohn Bowie
Estimating the term…
Systems and methods related to large language model-driven world adaptation for emergent gameplay are disclosed herein. For example, a computer-implemented method for controlling gameplay in an interactive computer game may comprise maintaining non-player character (NPC) states and a world state. Each NPC state may include an alignment vector and data representative of prior in-game interactions with the corresponding NPC. The world state may govern relationships among NPCs. The method may further comprise generating, by a large language model, a control output based on probabilistic reasoning, the world state, and an NPC state. The method may further comprise modifying the world state based on the control output. Gameplay is improved by enabling NPCs and game worlds to evolve dynamically based on probabilistic reasoning over prior interactions and alignment states, resulting in more immersive, emergent, and player-responsive experiences without reliance on pre-scripted behavior.
A computer-implemented method for controlling gameplay in an interactive computer
A system for controlling gameplay in an interactive computer game, comprising:
A non-transitory computer-readable medium storing instructions that, when executed by
Dependencies are inferred from the claim text.