A Structured Knowledge Tree architecture coupled with a tri-agent LLM pipeline for controlling dialogue in an open-ended interrogation game and demonstrates that the structured architecture reduces critical hallucinations by 64.78% and entirely prevents premature narrative disclosure.
Abstract
Large Language Models (LLMs) enable open-ended dialogue in interactive games, but their non-deterministic outputs make it difficult to preserve authorial control, factual consistency, and the intended sequence of information disclosure. These challenges are particularly significant in detective games, where premature revelation or fabricated details can undermine the logic of player progression. We present a Structured Knowledge Tree architecture coupled with a tri-agent LLM pipeline for controlling dialogue in an open-ended interrogation game. The system separates knowledge retrieval, dialogue generation, and response verification to ensure that the virtual suspect reveals only information permitted by the current narrative state. We evaluate the approach through The Interrogation of Adrian Gale, a playable detective-game testbed, and a formal user study examining hallucination reduction, adherence to authored disclosure sequences, and perceived logical progression. Our results demonstrate that the structured architecture reduces critical hallucinations by 64.78% and entirely prevents premature narrative disclosure. While the strict mechanical constraints introduced usability trade-offs regarding forced conversational reveals, the system successfully enforces rigorous epistemic pacing and provides players with a clear, subjective sense of progression toward solving the case.
Large language model (LLM)-driven non-player characters (NPCs) enable open dialogue, situated role-play, and adaptive support in serious games, but they can also fabricate information, lose state, respond slowly, violate game constraints, and create operational risks. In education, these imperfections can affect knowle...
Giammarco Tosi· European Conference on Games...· 0 citations
Large Language Models produce fluent prose, but for interactive media they tend to generate narratively sterile backstories whose conflicts are all resolved before play begins: the Closure Paradox. Conventional metrics, from n-gram overlap to retrieval-augmented faithfulness, do not reward openness. We propose a dual-a...
Luis Peña, José M. Peña, Rubén Buren· Applied Sciences· 0 citations
The results suggest that broad SFT brings most of the model's capability improvement; turn-local supervision can be effective when failure detection is precise, with observed transfer concentrated primarily within-family.
This work argues for a restraint-first intervention policy: systems should intervene not merely because dialogue appears active, but when sustained engagement fails to convert into observable enactment, while withholding intervention once concrete enactment cues are present.
Large language models (LLMs) can generate fluent and confident responses that are factually incorrect, unsupported by evidence, or inconsistent with the source material. These hallucinations reduce the reliability of LLM-based question answering, summariza tion, dialogue, and information retrieval systems, especially w...