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Leveraging Large Language Models for Active Merchant Non-player Characters
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We highlight two significant issues leading to the passivity of current merchant non-player characters (NPCs): pricing and communication. While immersive interactions with active NPCs have been a focus, price negotiations between merchant NPCs and players remain underexplored. First, passive pricing refers to the limited ability of merchants to modify predefined item prices. Second, passive communication means that merchants can only interact with players in a scripted manner. To tackle these issues and create an active merchant NPC, we propose a merchant framework based on large language models (LLMs), called MART, which consists of an appraiser module and a negotiator module. We conducted two experiments to explore various implementation options under different training methods and LLM sizes, considering a range of possible game environments. Our findings indicate that finetuning methods, such as supervised finetuning (SFT) and knowledge distillation (KD), are effective in using smaller LLMs to implement active merchant NPCs. Additionally, we found three irregular cases arising from the responses of LLMs.
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Cited by 1 Pith paper
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State-Inference-Based Prompting for Natural Language Trading with Game NPCs
A prompt framework that makes LLM game merchants follow a six-state trading flow achieves over 97% state compliance, over 95% item accuracy, and 99.7% price accuracy in simulated dialogues.
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