mlsanityData to 7 Oct 2026

Ontologically Faithful Generation of Non-Player Character Dialogues

arXiv 2212.10618 ↗First posted 20 Dec 2022cs.CLcited by 7

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Abstract (arXiv)

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.

Key facts. Cited by 7 papers in the map (data through 7 Oct 2026). Builds on 28 of its 192 references that are in the map. First posted on arXiv 20 Dec 2022.

Builds on

28 of 192 references.

References · 28

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16 more
  1. 2022Dialog Inpainting: Turning Documents into Dialogscited by 56
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Cited by year (2026 to 7 Oct)

Citing papers per year: 2023: 2; 2024: 2; 2025: 2; 2026: 1.

7 papers.