Multi-Actor Generative Artificial Intelligence as a Game Engine
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Abstract (arXiv)
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 by an engineer, the creation of reusable components, and their composition and configuration managed by a designer who constructs entities from the components. This separation of concerns is instrumental for achieving rapid iteration, maintaining modularity, and ultimately to ensure scalability. We describe the ongoing evolution of the Concordia library in terms of this philosophy, demonstrating how it allows users to effectively configure scenarios that align with their specific goals.
Key facts. Cited by 8 papers in the map (data through 13 Oct 2026). Builds on 29 of its 51 references that are in the map. First posted on arXiv 10 Jul 2025.
Builds on
29 of 51 references.
References · 29
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17 more
- 2023Understanding Social Reasoning in Language Models with Language Modelscited by 167
- 2024AutoDefense: Multi-Agent LLM Defense against Jailbreak Attackscited by 145
- 2023Generative agent-based modeling with actions grounded in physical, social, or digital space using Concordiacited by 126
- 2024LLM Multi-Agent Systems: Challenges and Open Problemscited by 119
- 2025LLM Social Simulations Are a Promising Research Methodcited by 98
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Built on by
Citing papers per year: 2025: 2; 2026: 6.
8 papers.
- 2026GameDevBench: Evaluating Agentic Capabilities Through Game Developmentcited by 25
- 2026OpenGame: Open Agentic Coding for Gamescited by 17
- 2025A Pragmatic View of AI Personhoodcited by 12
- 2025TinyTroupe: An LLM-powered Multiagent Persona Simulation Toolkitcited by 7
- 2026Stop Drawing Scientific Claims from LLM Social Simulations Without Robustness Auditscited by 6
- 2026Persona Generators: Generating Diverse Synthetic Personas for Arbitrary Contextscited by 3
- 2026AI for Games in the Foundation Model Eracited by 2
- 2026Stabilising Generative Models of Attitude Changecited by 0
- 2026AI for Games in the Foundation Model Era15 Sep 2026
- 2026Stop Drawing Scientific Claims from LLM Social Simulations Without Robustness Audits17 May 2026
- 2026OpenGame: Open Agentic Coding for Games20 Apr 2026
- 2026Stabilising Generative Models of Attitude Change2 Apr 2026
- 2026GameDevBench: Evaluating Agentic Capabilities Through Game Development11 Feb 2026
- 2026Persona Generators: Generating Diverse Synthetic Personas for Arbitrary Contexts3 Feb 2026
- 2025A Pragmatic View of AI Personhood30 Oct 2025
- 2025TinyTroupe: An LLM-powered Multiagent Persona Simulation Toolkit13 Jul 2025