Multi-Actor Generative Artificial Intelligence as a Game Engine
Alexander Sasha Vezhnevets, Jayd Matyas, Logan Cross, Davide Paglieri, Minsuk Chang, William A. Cunningham, Simon Osindero, William S. Isaac, Joel Z. Leibo

TL;DR
This paper proposes a flexible, modular framework inspired by tabletop role-playing games for multi-actor generative AI environments, enabling diverse applications like social modeling, narrative creation, and AI evaluation.
Contribution
It introduces an Entity-Component architectural approach for configurable AI game engines, facilitating rapid iteration, modularity, and scalability in multi-actor scenarios.
Findings
The Concordia library supports customizable multi-actor scenarios.
The approach separates implementation from design, enhancing flexibility.
Modularity improves scalability and rapid development.
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…
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