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FelPawns World Generation Update overview

This update focuses on LLM enhanced procedural generation, mostly using my own implementation of agent chaining and coordinator agent systems. Additionally, we introduce the Game Master here, which is supposed to control the narrative of the game. here, I wish to talk about both of them and then explain my future goals. Map generation workflow [ ]

FelPawns: Making NPC interactions actually feel Alive.

before starting my journey, I had way bigger expectations, or perhaps a misaligned view of LLM capabilities. I treated LLM as the good, almighty decision maker perhaps. My idea on handling in game social interactions was to just call them periodically, show them the context (and, a pretty heavy one perhaps) and ask them if [ ]

FelPawns: how to handle pawn interactions and workflow

One of the main culprits of integrating LLMs with Realtime systems is that they are HEAVY. You simply can not query then every tick, and even if you did, it like wouldn t work well. In recent years, some methods have been developed to handle this kind of issues. token caching is one way to save [ ]

FELPAWN: Definition of a character and basic systems overview

In Felpawn, we try to enhance story aspects of the game by integrating usual RimWorld Pawns with LLM and tools , along with auxiliary components t hat will aid these two on the process. my goal is to make NPCs feel more unique and interactive. Currently, the inter-pawn interactions in RimWorld are pretty deterministic. social [ ]

Implementing RAG for Felcore.

to keep Long-term memory of our agents and generators intact and also make them aware of the general world knowledge I have decided to implement a RAG functionality into my core mod (so it can be used by every addon as a shared dependency. Due to limitations of modding and RimWorld s old .Net version, I [ ]

FelPawn: Fixing AI location and situation hallucinations.

Problem: LLMs are notorious for their hallucinations, especially when they are small, unreasoning LLMs and are prompted to roleplay. My current goal is to fix this approach by focusing on LLM grounding rules so I can keep them consistent with the game state itself. following screenshots are the examples of what I do not wish [ ]

CREATING RIMWORLD MODS TO ADD LLM PROCEDURAL CONTENT GENERATION AND LLM NPCs TO ENHANCE ITS RPG ELEMENTS

I have decided to give RimWorld modding a try. This decision is mainly driven by its modding language (c#) which is also Unity s main language, the fact that its a unity game, and that it achieves the following Game Dev related tasks I wished to avoid (and also because I absolutely love RimWorld): 1- Rimworld [ ]

Review: Research on the humanization of game NPcs and user experience optimization based on large language models

this article explores three ideas that could leverage LLMs to enhancethe narrative and decision making of NPCs. these systems are; 1- Retrieval Augmented Generation (RAG) 2- Knowledge Graphs 3- LLM assisted RL out of these three, RAG is definitely is the most valuable one formy project but I also wish to talk about the others, [ ]

Tool Agent system for AI NPCs in games to save on AI context and token use

Tool definitions can become a huge problem in NPC context, especially when they have complex structures or when there are lots of them. For this reason, I decided to employ a Tool Agent system for tool delegation and free context from main, role playing LLM. Its simple: we create another Agent , with the complex [ ]

More unto ai npcs

I wish to define AI NPC as an LLM assisted character in a game. I will use LLMs to: assist NPCs long term and short term planning, Its interactions with the players andthe world around it and other NPCs and also enhance itsstorytelling capabilities and personality by generating dialogues and decisionsat runtime. LLMs and Agentic platforms [ ]