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Game Knowledge Management System: Schema-Governed LLM Pipeline for Executable Narrative Generation in RPGs
| DC Field | Value | Language |
|---|---|---|
| dc.contributor.author | Rahman, Aynigar | - |
| dc.contributor.author | Yu, Aihe | - |
| dc.contributor.author | Cho, Kyungeun | - |
| dc.date.accessioned | 2026-03-09T08:30:14Z | - |
| dc.date.available | 2026-03-09T08:30:14Z | - |
| dc.date.issued | 2026-02 | - |
| dc.identifier.issn | 2079-8954 | - |
| dc.identifier.issn | 2079-8954 | - |
| dc.identifier.uri | https://scholarworks.dongguk.edu/handle/sw.dongguk/63930 | - |
| dc.description.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. | - |
| dc.format.extent | 26 | - |
| dc.language | 영어 | - |
| dc.language.iso | ENG | - |
| dc.publisher | MDPI | - |
| dc.title | Game Knowledge Management System: Schema-Governed LLM Pipeline for Executable Narrative Generation in RPGs | - |
| dc.type | Article | - |
| dc.publisher.location | 스위스 | - |
| dc.identifier.doi | 10.3390/systems14020175 | - |
| dc.identifier.scopusid | 2-s2.0-105031183161 | - |
| dc.identifier.wosid | 001701192800001 | - |
| dc.identifier.bibliographicCitation | Systems, v.14, no.2, pp 1 - 26 | - |
| dc.citation.title | Systems | - |
| dc.citation.volume | 14 | - |
| dc.citation.number | 2 | - |
| dc.citation.startPage | 1 | - |
| dc.citation.endPage | 26 | - |
| dc.type.docType | Article | - |
| dc.description.isOpenAccess | Y | - |
| dc.description.journalRegisteredClass | ssci | - |
| dc.description.journalRegisteredClass | scopus | - |
| dc.relation.journalResearchArea | Social Sciences - Other Topics | - |
| dc.relation.journalWebOfScienceCategory | Social Sciences, Interdisciplinary | - |
| dc.subject.keywordAuthor | game knowledge management system | - |
| dc.subject.keywordAuthor | generative AI | - |
| dc.subject.keywordAuthor | large language models | - |
| dc.subject.keywordAuthor | schema-governed systems | - |
| dc.subject.keywordAuthor | engine-level application | - |
| dc.subject.keywordAuthor | game AI | - |
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