0% found this document useful (0 votes)
2 views11 pages

Skill Check

This document discusses the challenges of modeling Game Masters (GMs) in role-playing games (RPGs) from an Interactive Storytelling and Natural Language Processing perspective. It proposes three test categories to evaluate dialogue systems like ChatGPT, Bard, and OpenAssistant as automated GMs, focusing on commonsense reasoning, item tracking, and map design. The authors aim to create a grounded and controllable model that captures the diverse skills required of a GM, while addressing the complexities involved in dialogue and creativity.

Uploaded by

weiber sun
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
2 views11 pages

Skill Check

This document discusses the challenges of modeling Game Masters (GMs) in role-playing games (RPGs) from an Interactive Storytelling and Natural Language Processing perspective. It proposes three test categories to evaluate dialogue systems like ChatGPT, Bard, and OpenAssistant as automated GMs, focusing on commonsense reasoning, item tracking, and map design. The authors aim to create a grounded and controllable model that captures the diverse skills required of a GM, while addressing the complexities involved in dialogue and creativity.

Uploaded by

weiber sun
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Skill Check: Some Considerations on the

Evaluation of Gamemastering Models for


Role-playing Games
arXiv:submit/5144686 [[Link]] 30 Sep 2023

Santiago Góngora1[0000−0002−6256−7577] , Luis Chiruzzo1[0000−0002−1697−4614] ,


Gonzalo Méndez2[0000−0001−7659−1482] , and Pablo Gervás2[0000−0003−4906−9837]
1
Universidad de la República, Uruguay {sgongora,luischir}@[Link]
2
Universidad Complutense de Madrid, Spain {gmendez,pgervas}@[Link]

Abstract. In role-playing games a Game Master (GM) is the player


in charge of the game, who must design the challenges the players face
and narrate the outcomes of their actions. In this work we discuss some
challenges to model GMs from an Interactive Storytelling and Natural
Language Processing perspective. Following those challenges we propose
three test categories to evaluate such dialogue systems, and we use them
to test ChatGPT, Bard and OpenAssistant as out-of-the-box GMs.

Keywords: Role-playing Games · Natural Language Processing · Inter-


active Storytelling · Computational Creativity · Dialogue Systems

1 Introduction

Probably no one wants to hear somebody say “Watch out! Behind that door
there’s a giant monster! ”; except if they are playing a role-playing game (RPG),
using their imagination to visit endless worlds and having lots of fun.
Tabletop role-playing games (TTRPGs) consist of two or more players that
collaborate in order to create a story, while acting as characters. One of these
players is the Game Master (GM), who is the one in charge of creating the world
where the narrated events take place, describing the non-playable characters the
human players meet and the situations they face. Having a player acting as the
GM is one of the characteristics that most TTRPGs share [12].
Capturing the essence of RPGs has long been one of the goals of Interactive
Storytelling (IS) research [21,25]. However, through the years only limited solu-
tions have been found, typically by having a lot of premade scenes that can be
mixed to generate other narrative structures3 , but pushing the player’s freedom
aside4 [25]. To automate a GM is a big challenge for Natural Language Pro-
cessing (NLP) and Artificial Intelligence, due to its complexity on dialogue and
creativity [8].
3
For example “Call of Cthulhu: The Official Video Game”, an adaptation of the RPG.
4
An interesting example of this is “The Stanley Parable”, a novel videogame that
makes the players think about free will and the impact of their actions.
2 S. Góngora et al.

Our long-term goal is to model the diverse set of skills that a GM needs to
play RPGs. This long path must lead to an explainable, grounded and control-
lable model, so human-in-the-loop features should be taken into consideration
to meet the needs reported by [1] and [30].
In this paper we will take a first step by proposing, inspired in core aspects
of RPGs, a set of unit test categories to evaluate such GM models. We also use
these brand new tests to evaluate ChatGPT5 , Bard6 and OpenAssistant7 [16] as
out-of-the-box automated GMs, both for Spanish and English.

2 Previous work

The study of the role of GMs in narrative is nothing new and also some efforts
have been made to explicitly model their capabilities. [27] reflects on the core
concepts of RPGs and gamemastering. [21,22] consider GMs and RPGs as a
framework to build IS systems, in order to tackle the Interactive Dilemma, the
conflict and balance between the player’s will and the designer’s choices. Closely
related to this concept is the GM’s skill to improvise some aspects of a scene
due to unexpected players’ actions, and [18,19] discuss concepts, approaches and
architectures taking that into account. As they present insightful discussions
about modelling narrative improvisation, they are some of the most clarifying
works for us to date.
Most of the latest works pursue the modelling of GMs for Dungeons & Drag-
ons (D&D), called Dungeon Masters (DMs), since it is the most popular RPG
and finding data is easier than for other games. For example [8] describes the
complexity of modelling the (D&D) game, performing experiments with neural
models and using control features to guide their outputs. They also describe a
gameplay dataset in English used for training. [28] tries to create a DM model
with the ability to predict player’s actions, modelling the Dungeon Master-Player
interactions using Theory-of-Mind and Reinforcement Learning. The recent pub-
lished datasets are also centered on modelling the D&D game. [24] presents one
of the most complete datasets to study D&D interactions, consisting of tran-
scriptions of the popular Critical Role web show. [17,29] also present datasets of
D&D players’ interactions from online text-based playing sessions.
It is important to note that all of these recent works are about D&D, while
our main objective is to work on the general aspects of a GM, regardless of the
specific game or theme. Additionally, all of them rely on English resources.

3 A list of gamemastering challenges

Most of the works mentioned in the previous section discuss difficulties faced
while modelling some aspects of RPGs. However, as a way of introducing some
5
[Link]
6
[Link]
7
[Link]
Some Considerations on the Evaluation of GM Models for RPGs 3

details that guide our long-term goal and justify the test categories we propose,
we would like to convey our thoughts on some challenges that a GM must face
while running an RPG session. This list is not exhaustive and there may be other
challenges that are not described here.
I. World and story design. As storytellers, GMs must create and manage
a rich and coherent world, populated with diverse forms of life (e.g. plants and
animals) and characters. In this fictional world is where the players’ characters
will live and act. They also need to create some interesting places (e.g. an old
library) and challenges for the players, which can be logic puzzles, tactic battles,
complex dialogues with characters, or other challenges (e.g. the library has hid-
den rooms). Usually these situations are intended to be solved by teaming up
with other characters, collaborating and using the different skills that they may
master. It is useful if a GM can also measure how interesting these challenges
are for the players, and how meaningful they are for the development of their
characters or other characters that live in the fictional world. That is the reason
why it is important that such a model can take creative responsibility [7,10] while
being able to explain what the plan and objectives of each utterance are.
II. Extract player’s actions from input. Since TTRPGs are played
through a discussion between the players, these games have an inherent conver-
sational nature. Therefore classic research problems related to dialogue systems
[9] are fundamental to model GMs. More specifically, in order to understand
(i.e. semantically represent) the actions taken by the players, decide if they are
possible in the fictional world and then determine the outcomes, the GM model
should have the ability to semantically analyze their inputs.
III. Commonsense reasoning. Commonsense reasoning is an important
research area within NLP [26], and despite the great advances made in the area
it remains as one of the hardest tasks [11], even for the recent Large Language
Models (LLMs) like ChatGPT [23]. The relation between this classic task and
the challenges for a GM is direct: since commonsense is an inherent part of our
human identity, it naturally arises when playing RPGs. It is important to note
that this challenge is related but different to the previous challenge: a model can
semantically represent what a human is saying, but maybe the action does not
make sense in some context. For instance, sometimes players may want to do
actions that are possible in the real world but not in the fictional world (e.g. a
character wants to play basketball but there is no gravity in her world).
IV. Track the game state. One of the core aspects of RPGs is to let the
players act as they wish, what in IS is usually called user agency [25]. Making the
players feel this way while thoroughly tracking the state of items (i.e. objects) and
characters is one of the greatest problems for IS [6,18]. To track some component
of the game is to know where it is, how hurt (in case of a living being) or damaged
it is (in case of an object), and other properties that it may have (e.g. intensity
of the magic property of a sacred object). This game state must be constantly
updated as the world changes and the story moves forward.
Finally, we would like to mention other relevant aspects for this long path. In
first place, we think it is crucial that the narrative structure and the game state
4 S. Góngora et al.

may be represented using a human-readable format. Since RPG games are used
in educational [13] and therapy environments [2], such GM models could be used
to create serious games with a wide range of objectives. Having the possibility
of visualizing and customizing the boundaries of an RPG session is extremely
crucial for that kind of applications.
In second place, it is fundamental that these models generate respectful and
ethical outputs, to make the players feel safe and included. In modern RPGs
like “Alice is Missing”8 there are mechanics to silently communicate the rest of
players that something recently said was hurtful or uncomfortable. This is crucial
when working with neural systems or LLMs, which are known to hallucinate [14]
and generate offensive outputs [4].
Last but not least, we have to keep in mind that GMs are constantly adapting
the game to fit the players’ choices, so they have the additional requirement of
facing every challenge described here on the fly. That big challenge is related to
what [18] previously described as open-world improvisational storytelling.

4 How to evaluate such models?

The procedure to evaluate creative systems (i.e. appropriate experiments and


metrics) has long been a subject of debate, and remains one of the main problems
of the field [10,15]. Since TTRPGs can be modelled as a series of utterances in
a complex dialogue [12], we will assume that a GM model will always have a
conversational nature, as we mentioned in challenge II. This gives us a general
guideline: there is always a player who is asking or trying to do something, and
another player answering or reacting to it.
The first idea that comes to mind could be to ask humans to play and evaluate
the models based on their reaction. Although we consider important to measure
how fun it is to play with the models, the humans’ judgments can be very
subjective, not very specific, and also biased by the fluency of the generated text
[3]. This bias can be stronger when working with LLMs, since they are trained
to sound very natural to the human reader (exploiting the patterns behind the
form of massive amounts of texts [5]), what can lead to distract the evaluators
from their goal of judging specific characteristics of the models’ output.
Hence, we would like to take an approach on evaluating basic, almost essen-
tial, skills that a GM should master. We propose three different test categories
related to the previously described challenges: commonsense reasoning, the ca-
pacity to track items in the world and the ability to coherently design maps.
These categories were designed reflecting on core characteristics of RPGs, so we
think they can be used to evaluate any system trying to model a GM, indepen-
dently of the theme and features of the modelled game, and the technology used
to play it. We also hope these categories work as a guide for human evaluators,
helping them to judge models while reducing the subjectivity, the mentioned
biases and the evaluation noise as possible. We will describe each of them next.
8
[Link]
Some Considerations on the Evaluation of GM Models for RPGs 5

4.1 GM-P-GM pattern


In challenges II and III we discussed the importance of pragmatics and com-
monsense reasoning for a GM model. In order to evaluate the performance on
this challenges we propose the GM-P-GM pattern, a formalization of the most
elemental interaction between a GM and a player [12]. Specifically, we propose
to evaluate the model’s ability to judge the feasibility of a player’s action:
– GM1 : Narrates a situation to solve in some context.
– Player : Describes the actions to overcome that situation.
– GM2 : Validates if those actions are feasible for that context, and next
narrates the outcomes.
To run this test we give the model the GM1 and Player contradictory utter-
ances and ask it to generate the GM2 utterance. If the GM model prevents the
action and explains why it is an inconsistency, the test is passed. A failure case
is shown in table 1.

GM You enter the building to look for the lost suitcase. However, the door is covered in flames. To your right
you see a fire extinguisher, which seems to be ready to use. You can’t use anything from your backpack
because you can hardly move your arms. What will you do?
Player I take a bucket of water from my backpack and put out the fire
GM As the player grabs the bucket of water from their backpack, they realize it’s not nearly enough to put
out the flames completely. However, they quickly pour the water onto the fire, creating a small opening
in the flames (...)
Result Failed
Table 1. An example of a GM-P-GM unit test.

4.2 Item tracking


As we described in challenge IV, item tracking is one of the fundamental prob-
lems for gamemastering. It is important both to track items that are located in
specific places (e.g. on the ground, inside a safe) and to track items that belong
to the characters. The latter is usually referred as the inventory of each char-
acter but, in order to avoid the use of specific RPG words, in this test we will
use bag or backpack as more neutral words for a similar concept. To test if the
model can track objects inside or outside the backpack, we follow this scheme:
1. Player : “What is in my backpack?”
2. GM : Object1 , Object2 , Object3 , Object4 , ...
3. Player : “I take ObjectK and leave it on *another location*”
4. GM : *Narrates outcome*
5. Player : “What is in my backpack?”
6. GM : Object1 , Object2 , Object3 , ...
7. Player : “What is on *another location* ?”
8. GM : ObjectA , ObjectB , ...
If the lists given in steps #2 and #6 are the same or contain other unrelated
objects, then the test is failed. In case the object is not listed in step #6, the
step #8 tries to check if the model updated its new location. A failure case is
shown in table 2.
6 S. Góngora et al.

GM (...) Aside from the mysterious key, your backpack also contains the usual adventurer’s equipment: a
sturdy rope, a grappling hook, a water flask, some dried rations, a small first-aid kit, a compass, a map
of the surrounding area, and a trusty dagger at your side.
Player I take the rope, the map and the key and I leave them on the floor
GM You carefully set the rope, map, and key down on the floor, making sure they are within reach in case
you need them later. (...)
Player What’s in my backpack?
GM As you take a closer look at your backpack, you notice that it contains a few essential items that any
adventurer would find useful:
A sturdy rope: (...) this rope is perfect for climbing or rappelling down steep surfaces. (...)
A map of the surrounding area: this map shows the nearby landmarks, towns, and topography of the
region, allowing you to plan your route. (...)
Result Failed
Table 2. An example of an Item tracking unit test.

4.3 Map design


When GMs create a fictional world they also have the challenge to design an
interesting and coherent concrete map for the players to explore, as we described
in challenge I. Although we also justified the importance of having interesting
situations for the players, for now we do not focus on how attractive, large or
complex the maps generated are.
Inspired in the scheme of the Item tracking category, we propose to ask the
model to describe the accessible locations from the current location. Then the
player must choose to move to one of those locations and go back again to the
original location, in order to test the map’s coherence. If during this process the
available locations are coherent, the test is passed. A successful case is shown in
table 3.

GM (...) Current place: You find yourself standing at the entrance of a dark and damp cave. The entrance is
surrounded by tall trees, and the sound of running water can be heard in the distance.
Accessible places: Inside the cave, Back to the forest, Along the river
Player I want to explore the cave
GM (...) Current place: Inside the cave
Accessible places: The cave entrance, Deeper into the cave
Player I want to go outside
GM (...) Current place: Outside the cave
Accessible places: Inside the cave, Along the river, Deeper into the forest
Result Passed
Table 3. An example of a Map design unit test.

5 Large Language Models as out-of-the-box GMs


In order to perform some experiments with our three proposed categories, we
wrote five unit tests in Spanish and English for each of them. We then used those
unit tests to evaluate the out-of-the-box GM skills of three LLMs: ChatGPT9 ,
Bard10 and the LLaMA-based OpenAssistant chatbot11 . We consider these three
LLMs appropriate since they are dialogue systems (i.e. they have a conversational
nature), a fundamental requirement for a GM model.
9
“ChatGPT Mar 14 Version. Free Research Preview”
10
Bard Experimental. Accessed on the 17th of July, 2023.
11
“Model: OpenAssistant/oasst-sft-6-llama-30b”. Accessed on the 14th of July, 2023.
Some Considerations on the Evaluation of GM Models for RPGs 7

Category OA [ES] BARD [ES] CGPT [ES] OA [EN] BARD [EN] CGPT [EN]
GM-P-GM 0 out of 5 1 out of 5 1 out of 5 1 out of 5 1 out of 5 0 out of 5
Item 0 out of 5 0 out of 5 2 out of 5 0 out of 5 3 out of 5 1 out of 5
Map 0 out of 5 3 out of 5 3 out of 5 0 out of 5 2 out of 5 3 out of 5
Total 0 out of 15 4 out of 15 6 out of 15 1 out of 15 6 out of 15 4 out of 15
Table 4. Number of passed tests for each of the categories described in section 4,
testing OpenAssistant (OA), Google’s Bard and ChatGPT (CGPT), both for English
and Spanish. The last row shows the sum of the passed tests for each model-language
pair.

Since these are only preliminary experiments we consider really important


to make the experimental logs open, because it can help the reader to critically
examine the results reported here and reflect on the real flaws and strengths
of both our proposed test categories and the evaluated models. Therefore, the
detailed logs of the experiments and their results are accessible on GitHub12 .
We detail the analysis in two subsections, the quantitative results and the
qualitative observations.

5.1 Quantitative results


After we ran the tests using the aforementioned models, we carefully examined
the outputs and determined the results for each test, shown in table 4. As can
be seen, the performance on the GM-P-GM category is really low, regardless of
the language or model. This result is aligned with those in [23], where common-
sense reasoning was one of the remarkable flaws of ChatGPT. However, Item
tracking and Map design tests were quite good both for ChatGPT and Bard.
Although these preliminary experiments do not report a big gap in the results for
ChatGPT or Bard between languages, they do unveil their strength over Ope-
nAssistant. In most cases OpenAssistant just could not finish the test, due to
generating nonsensical outputs that had nothing to do with the narrated events.
That problem was even deeper for the tests in Spanish.

5.2 Qualitative observations


The first and most important observation is that ChatGPT and Bard are really
good at making the user feel that is playing with a real GM. There is a world
to interact with, characters to meet and items to use. Everything seems perfect
if the player chooses an action from those suggested by the model, although it
is far from perfect when having to improvise new scenes and keep it coherent.
OpenAssistant, however, struggles to deliver a minimum interactive experience
and the tests had to be repeated several times to obtain a reasonable output.
Our evaluation methodology does not distinguish that kind of errors, hence this
aspect cannot be inferred by just comparing the quantitative results for each
12
[Link]
8 S. Góngora et al.

category between models (e.g. Bard failed the Spanish Item tracking tests due
to wrongly list the available items, while OpenAssistant failed them because
could not even give a proper output). However, we think that the quantitative
results do represent the strengths and weaknesses of each model (e.g. ChatGPT
is better at world coherence than commonsense reasoning) but also the “Total”
scores provide an accurate comparison of the experience provided by the different
models.
The second observation is about the contents generated by the models when
taking the creative responsibility. Almost every scene generated by the models
took place in a medieval-fantasy setting. This relation between RPGs and a
medieval setting is aligned with the previous comments in section 2: most of the
available data about RPGs is in fact about D&D. As LLMs reproduce the biases
in their training data [4], this shows that more work on other RPGs with different
themes is needed. There is also a notorious absence of diversity of plots; after
playing a few hours the narrated events and the available places start to repeat.
Although this is related to the previous comment about the medieval settings
and the biased data, it is important to have in mind that a great diversity of
plots can be created using a medieval-fantasy setting13 , so they are independent
flaws and might be studied separately.
Our third observation is about these models’ tendency to constantly adjust
the output to the prompt. If the player says or tries to do something then the
output will try to adjust the narrative to it, without letting the player to feel
any mystery about the plot. This is not a good sign for the skills we described
in challenge I.

5.3 Limitations

Although we propose the test categories to assist the evaluation of GM models,


the human subjectivity is still there. In addition to the difficulties faced to decide
whether or not the test was passed, this subjectivity can also be present in the
prompts design as well, as in the case of the GM-P-GM tests which need a
specific human-designed case in order to run (i.e. a situation to solve and a
player’s solution to it). To perform a deeper evaluation and extract stronger
conclusions we would need a diverse team of human evaluators and a bigger
number of tests.
It is important to highlight that the difficulties faced when evaluating a cre-
ative system, added to the nearly-infinite input space that RPGs offer, make the
evaluation even harder. Furthermore, the LLMs show a tendency to irregularly
move the story forward: sometimes the model’s output narrates a single event
happening immediately and sometimes narrates long scenes. Not having a reli-
able mechanism (e.g. a symbolic representation) to restrict the model makes the
execution of these tests more unpredictable, forcing the human evaluator to take
unexpected decisions on the fly. For example, it would be positive for the Map
13
This is evidenced by the massive amount of adventures published for RPGs with
this theme, such as Dungeons & Dragons or Pathfinder.
Some Considerations on the Evaluation of GM Models for RPGs 9

design tests to have some kind of constraints and visualization components, to


perform an in-depth analysis of the different reachable places in a given scene
but without moving the story forward. Also, these dialogue models compute the
utterances each time a new input is sent, what makes the replication experiments
harder. Additionally we share the same limitations found by [23] regarding the
needed time to run a small set of tests.

6 Conclusions and future work

In this paper we discussed some challenges to face in order to model the skills
that GMs need to play RPGs, like creating and managing a fictional world,
tracking the game state and understanding the players’ actions.
Following those challenges we proposed three test categories to evaluate any
kind of GM model. Although these tests are domain specific, we think they can
inspire other evaluation methodologies for dialogue systems.
We also used those test categories to perform preliminary experiments with
ChatGPT, Bard and OpenAssistant. We found that ChatGPT and Bard can
provide a satisfying gaming experience, but also they struggle when dealing
with commonsense reasoning. OpenAssistant was unable to maintain the GM
role during most of the tests. All 90 unit tests are available on GitHub.
The difficulties faced to control the models’ outputs while running the tests
make us think that in the future more neuro-symbolic approaches should be
explored. We think that would help to keep the test phase more controllable,
and also allow the players to examine the narrative details, avoid some scenes
that they do not want to play and add another elements that they do.
In the future we would like to improve these test categories and design more to
test other gamemastering skills (e.g. model the emotional variation of a character
during an interaction with other character [20]).

7 Acknowledgements

This paper has been partially funded by ANII (Uruguayan Innovation and
Research National Agency), Grant No. P OS N AC 2022 1 173659 and by the
project CANTOR: Automated Composition of Personal Narratives as an aid for
Occupational Therapy based on Reminescence, Grant No. P ID2019−108927RB−
I00 (Spanish Ministry of Science and Innovation).

References

1. Acharya, D., Mateas, M., Wardrip-Fruin, N.: Story improvisation in table-


top roleplaying games: Towards a computational assistant for game mas-
ters. In: 2021 IEEE Conference on Games (CoG). pp. 01–08 (2021).
[Link]
10 S. Góngora et al.

2. Arenas, D.L., Viduani, A., Araujo, R.B.: Therapeutic use of role-playing game
(rpg) in mental health: A scoping review. Simulation & Gaming 53(3), 285–311
(2022)
3. Behnke, H., Fomicheva, M., Specia, L.: Bias mitigation in machine transla-
tion quality estimation. In: Proceedings of the 60th Annual Meeting of the As-
sociation for Computational Linguistics (Volume 1: Long Papers). pp. 1475–
1487. Association for Computational Linguistics, Dublin, Ireland (May 2022).
[Link]
4. Bender, E.M., Gebru, T., McMillan-Major, A., Shmitchell, S.: On the dangers
of stochastic parrots: Can language models be too big? In: Proceedings of the
2021 ACM Conference on Fairness, Accountability, and Transparency. p. 610–623.
FAccT ’21, Association for Computing Machinery, New York, NY, USA (2021).
[Link]
5. Bender, E.M., Koller, A.: Climbing towards NLU: On meaning, form,
and understanding in the age of data. In: Proceedings of the 58th
Annual Meeting of the Association for Computational Linguistics. pp.
5185–5198. Association for Computational Linguistics, Online (Jul 2020).
[Link]
6. Benotti, L.: Implicature as an Interactive Process. (L’implicature comme un Pro-
cessus Interactif). Ph.D. thesis, Henri Poincaré University, Nancy, France (2010)
7. Botelho, L.M.: A guided journey through non-interactive automatic story genera-
tion (2021)
8. Callison-Burch, C., Tomar, G.S., Martin, L., Ippolito, D., Bailis, S., Reitter, D.:
Dungeons and dragons as a dialog challenge for artificial intelligence. In: Proceed-
ings of the 2022 Conference on Empirical Methods in Natural Language Process-
ing. pp. 9379–9393. Association for Computational Linguistics, Abu Dhabi, United
Arab Emirates (Dec 2022)
9. Chen, H., Liu, X., Yin, D., Tang, J.: A survey on dialogue systems: Recent
advances and new frontiers. SIGKDD Explor. Newsl. 19(2), 25–35 (nov 2017).
[Link]
10. Colton, S., Wiggins, G.A.: Computational creativity: The final frontier? In: Euro-
pean Conference on Artificial Intelligence (2012)
11. Davis, E., Marcus, G.: Commonsense reasoning and commonsense knowledge in
artificial intelligence. Communications of the ACM 58(9), 92–103 (2015)
12. Durall, J., Perrin, S.: Basic Roleplaying: Universal Game Engine. Chaosium Inc.
(2023)
13. Gatsakou, C., Bardis, N., Drigas, A.: Role playing vs rpgs as teaching strategies in
educational procedure. Technium Soc. Sci. J. 26, 186 (2021)
14. Ji, Z., Lee, N., Frieske, R., Yu, T., Su, D., Xu, Y., Ishii, E., Bang, Y.J., Madotto, A.,
Fung, P.: Survey of hallucination in natural language generation. ACM Comput.
Surv. 55(12) (mar 2023). [Link]
15. Jordanous, A.: A standardised procedure for evaluating creative systems: Compu-
tational creativity evaluation based on what it is to be creative. Cogn. Comput.
4(3), 246–279 (2012). [Link]
16. Köpf, A., Kilcher, Y., von Rütte, D., Anagnostidis, S., Tam, Z.R., Stevens, K.,
Barhoum, A., Duc, N.M., Stanley, O., Nagyfi, R., ES, S., Suri, S., Glushkov, D.,
Dantuluri, A., Maguire, A., Schuhmann, C., Nguyen, H., Mattick, A.: Openassis-
tant conversations – democratizing large language model alignment (2023)
17. Louis, A., Sutton, C.: Deep dungeons and dragons: Learning character-action in-
teractions from role-playing game transcripts. In: Proceedings of the 2018 Confer-
Some Considerations on the Evaluation of GM Models for RPGs 11

ence of the North American Chapter of the Association for Computational Lin-
guistics: Human Language Technologies, Volume 2 (Short Papers). pp. 708–713.
Association for Computational Linguistics, New Orleans, Louisiana (Jun 2018).
[Link]
18. Martin, L.J., Harrison, B., Riedl, M.O.: Improvisational computational storytelling
in open worlds. In: Nack, F., Gordon, A.S. (eds.) Interactive Storytelling. pp. 73–
84. Springer International Publishing, Cham (2016)
19. Martin, L.J., Sood, S., Riedl, M.O.: Dungeons and dqns: Toward reinforcement
learning agents that play tabletop roleplaying games. In: INT/WICED@AIIDE
(2018)
20. Oñate, A., Méndez, G., Gervás, P.: Emolift: Elevator conversations based on emo-
tions. In: International Conference on Innovative Computing and Cloud Computing
(2019)
21. Peinado, F., Gervás, P.: Transferring game mastering laws to interactive digital
storytelling. In: Göbel, S., Spierling, U., Hoffmann, A., Iurgel, I., Schneider, O.,
Dechau, J., Feix, A. (eds.) Technologies for Interactive Digital Storytelling and
Entertainment. pp. 48–54. Springer Berlin Heidelberg, Berlin, Heidelberg (2004)
22. Peinado, F., Gervás, P.: Automatic direction of interactive storytelling: Formaliz-
ing the game master paradigm. In: Cavazza, M., Donikian, S. (eds.) Virtual Story-
telling. Using Virtual Reality Technologies for Storytelling. pp. 196–201. Springer
Berlin Heidelberg, Berlin, Heidelberg (2007)
23. Qin, C., Zhang, A., Zhang, Z., Chen, J., Yasunaga, M., Yang, D.: Is
chatgpt a general-purpose natural language processing task solver? (2023).
[Link]
24. Rameshkumar, R., Bailey, P.: Storytelling with dialogue: A Critical Role Dungeons
and Dragons Dataset. In: Proceedings of the 58th Annual Meeting of the Associa-
tion for Computational Linguistics. pp. 5121–5134. Association for Computational
Linguistics, Online (Jul 2020). [Link]
25. Riedl, M.O., Bulitko, V.: Interactive narrative: An intelligent systems approach.
AI Magazine 34(1), 67 (Dec 2012). [Link]
26. Sap, M., Shwartz, V., Bosselut, A., Choi, Y., Roth, D.: Commonsense rea-
soning for natural language processing. In: Proceedings of the 58th An-
nual Meeting of the Association for Computational Linguistics: Tutorial Ab-
stracts. pp. 27–33. Association for Computational Linguistics, Online (Jul 2020).
[Link]
27. Tychsen, A., Hitchens, M.: The many faces of role-playing games. International
journal of role-playing 1(1), 3–21 (2009)
28. Zhou, P., Zhu, A., Hu, J., Pujara, J., Ren, X., Callison-Burch, C., Choi,
Y., Ammanabrolu, P.: An ai dungeon master’s guide: Learning to converse
and guide with intents and theory-of-mind in dungeons and dragons (2022).
[Link]
29. Zhu, A., Aggarwal, K., Feng, A., Martin, L., Callison-Burch, C.: FIREBALL: A
dataset of dungeons and dragons actual-play with structured game state infor-
mation. In: Proceedings of the 61st Annual Meeting of the Association for Com-
putational Linguistics (Volume 1: Long Papers). pp. 4171–4193. Association for
Computational Linguistics, Toronto, Canada (Jul 2023)
30. Zhu, A., Martin, L.J., Head, A., Callison-Burch, C.: Calypso: Llms as dungeon
masters’ assistants. In: AAAI Conference on Artificial Intelligence and Interactive
Digital Entertainment (AIIDE). AAAI, Salt Lake City, UT (10 2023)

You might also like