Game Knowledge Management System: Schema-Governed LLM Pipeline for Executable Narrative Generation in RPGsopen access
- Authors
- Rahman, Aynigar; Yu, Aihe; Cho, Kyungeun
- Issue Date
- Feb-2026
- Publisher
- MDPI
- Keywords
- game knowledge management system; generative AI; large language models; schema-governed systems; engine-level application; game AI
- Citation
- Systems, v.14, no.2, pp 1 - 26
- Pages
- 26
- Indexed
- SSCI
SCOPUS
- Journal Title
- Systems
- Volume
- 14
- Number
- 2
- Start Page
- 1
- End Page
- 26
- URI
- https://scholarworks.dongguk.edu/handle/sw.dongguk/63930
- DOI
- 10.3390/systems14020175
- ISSN
- 2079-8954
2079-8954
- Abstract
- Procedural approaches have long been used in game development to reduce authoring costs and increase content diversity; however, traditional rule-based systems struggle to scale narrative complexity, whereas recent large language model (LLM)-based methods often produce outputs that are structurally invalid or incompatible with real-time game engines. This gap reflects a fundamental limitation in current practice: generative models lack systematic mechanisms for managing executable game knowledge rather than merely producing free-form narrative texts. To address this issue, we propose a Game Knowledge Management System (G-KMS) that reformulates LLM-based narrative generation as a structured knowledge management process. The proposed framework integrates knowledge grounding, schema-governed generation, normalization-based repair, engine-aligned knowledge admission, and application within a unified pipeline. The system was evaluated on a compact 2D Unity-based RPG benchmark using automated structural and semantic analyses, engine-level playability probes, and a controlled human player study. The experimental results demonstrated high reliability in knowledge admission, stable procedural structures, controlled expressive diversity, and a strong alignment between system-level metrics and player-perceived narrative quality, indicating that LLMs can function as dependable knowledge-construction components when embedded within a governed management pipeline. Beyond the evaluated RPG setting, this study suggests a practical and reproducible approach that may be extended to other executable systems, such as interactive simulations and training environments.
- Files in This Item
- There are no files associated with this item.
- Appears in
Collections - ETC > 1. Journal Articles

Items in ScholarWorks are protected by copyright, with all rights reserved, unless otherwise indicated.