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Game Knowledge Management System: Schema-Governed LLM Pipeline for Executable Narrative Generation in RPGs

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dc.contributor.authorRahman, Aynigar-
dc.contributor.authorYu, Aihe-
dc.contributor.authorCho, Kyungeun-
dc.date.accessioned2026-03-09T08:30:14Z-
dc.date.available2026-03-09T08:30:14Z-
dc.date.issued2026-02-
dc.identifier.issn2079-8954-
dc.identifier.issn2079-8954-
dc.identifier.urihttps://scholarworks.dongguk.edu/handle/sw.dongguk/63930-
dc.description.abstractProcedural 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.-
dc.format.extent26-
dc.language영어-
dc.language.isoENG-
dc.publisherMDPI-
dc.titleGame Knowledge Management System: Schema-Governed LLM Pipeline for Executable Narrative Generation in RPGs-
dc.typeArticle-
dc.publisher.location스위스-
dc.identifier.doi10.3390/systems14020175-
dc.identifier.scopusid2-s2.0-105031183161-
dc.identifier.wosid001701192800001-
dc.identifier.bibliographicCitationSystems, v.14, no.2, pp 1 - 26-
dc.citation.titleSystems-
dc.citation.volume14-
dc.citation.number2-
dc.citation.startPage1-
dc.citation.endPage26-
dc.type.docTypeArticle-
dc.description.isOpenAccessY-
dc.description.journalRegisteredClassssci-
dc.description.journalRegisteredClassscopus-
dc.relation.journalResearchAreaSocial Sciences - Other Topics-
dc.relation.journalWebOfScienceCategorySocial Sciences, Interdisciplinary-
dc.subject.keywordAuthorgame knowledge management system-
dc.subject.keywordAuthorgenerative AI-
dc.subject.keywordAuthorlarge language models-
dc.subject.keywordAuthorschema-governed systems-
dc.subject.keywordAuthorengine-level application-
dc.subject.keywordAuthorgame AI-
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College of Advanced Convergence Engineering (Department of Computer Science and Artificial Intelligence)
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