Abstract
This paper proposes using a text-based dungeon crawler adventure as a case study to explore the methods to implement deception in video games. The study proposes a framework for integrating deception into gameplay, leveraging the alignment system from Dungeons and Dragons to define character behavior and motivation. The proposed approach would create an environment that allows researchers to observe AI-controlled characters in a dynamically generated environment that leverages LLMs. The framework is designed to address the issue of monotony in current games by training a deceptive agent, or villain, to recognize and exploit player beliefs and intentions. This adds complexity and depth to the gaming experience, making it more engaging and dynamic. Future research directions include integrating human players into the game environment and transitioning to 3-D gaming platforms, potentially leading to more immersive experiences, particularly in massive multiplayer online role-playing games (MMORPGs). By exploring the intersection of AI, deception, and gaming, this paper contributes to the evolving interactive entertainment landscape, paving the way for more sophisticated and captivating game experiences.
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Starace, J., Singh, A., Soule, T. (2025). Deceptive Algorithms in Massive Multiplayer Online Role Playing Games (MMOs). In: Plass, J.L., Ochoa, X. (eds) Serious Games. JCSG 2024. Lecture Notes in Computer Science, vol 15259. Springer, Cham. https://doi.org/10.1007/978-3-031-74138-8_32
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DOI: https://doi.org/10.1007/978-3-031-74138-8_32
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