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Journal : journal of applied informatics and computing

Non-Playable Character (NPC) based on Behaviour Tree for Enhanced Immersive Experience in the Serious Game "Warik's Adventure" Siswoko, Tandicha Marchelputra; Haryanto, Hanny; Hastuti, Khafiizh; Kadiasti, Ristia
Journal of Applied Informatics and Computing Vol. 7 No. 2 (2023): December 2023
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v7i2.6753

Abstract

Video games, or digital games, have transcended their traditional role of mere entertainment and are now being leveraged for more serious purposes, such as education and cultural preservation. Serious games offer the advantage of presenting content in an interactive and enjoyable manner. A crucial element in gameplay for creating interactivity and a pleasurable experience is the non-playable character (NPC). In serious games, replayability is pivotal for optimizing the comprehension of learning content, with the gameplay experience being a key factor influencing replayability. While games are known for their entertaining aspects, immersion design in serious games often falls short, resulting in a subpar experience. The NPC design in this study is grounded in appreciative learning, emphasizing positive outcomes such as possibilities, peak successes, exploration, and future optimism. The reward activity is structured across four levels: Discovery, Dream, Design, and Destiny. Behaviour Tree is employed to govern NPC behavior throughout all four stages. To evaluate the effectiveness of the immersive design, the Game Experience Questionnaire (GEQ) is employed, measuring three primary components"”sensory, imaginative, and challenge-based immersion. The GEQ result indicates a score of 3.2, showcasing a slight improvement from the previous version's score of 3.07. This research contributes to the enhancement of serious game design by focusing on NPC behavior and immersive experiences, ultimately fostering more effective and engaging learning environments.
Retrieval-Augmented Local Llama 3.2 for Dynamic Quest Generation and Consistent NPC Personalities in Role-Playing Games Benaya Friyandi Siahaan; Hanny Haryanto
Journal of Applied Informatics and Computing Vol. 10 No. 4 (2026): August 2026
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v10i4.13560

Abstract

The integration of Large Language Models into game engines is hindered by cloud dependency and high latency. This study proposes a fully localized Retrieval-Augmented Generation (RAG) framework using the Llama 3.2 Small Language Model to generate role-playing game quests and maintain character personalities without parameter fine-tuning. Operating within a C++ environment under strict hardware constraints (primarily CPU-bound), the methodology evaluates three retrieval methods (MiniLM, FastText, and BPE Tokenizer) combined with a memory-efficient JSON Vector Database. System effectiveness was measured using BLEU, ROUGE, and user evaluations. Results show the initial BPE Tokenizer achieved the lowest quest generation time of 152.01 seconds, the fastest average response time of 23.53 seconds, the highest BLEU score of 0.0118, and a peak persona consistency score of 3.70. However, the relatively long response times remain a primary weakness hindering real-time immersion. Furthermore, a critical "Stopping Condition Dilemma" emerged; lacking engine awareness, the model failed to detect narrative conclusions. This caused generation loops that spiked processing times up to 220.59 seconds. Future research must integrate strict, state-based logic triggers from the game engine to prevent context collapse and optimize inference to reduce latency.
Co-Authors Abas Setiawan Abas Setiawan Abas Setiawan Abas Setiawan Achmad Wahid Kurniawan Acun Kardianawati Acun Kardianawati Adi Purnomo Agus Winarno, Agus Ahmad Zainul Fanani Akbar Ariya Caraka Alfian Sa’dan Alvin Satria Nugraha Andrean Nugraha Fajero Angga Adetiya Ardianto, Christian Arief Setyayoga Aries Setiawan Aripin Arry Maulana Syarif, Arry Maulana Arta Moro Sundjaja, Arta Moro Asih Rohmani Benaya Friyandi Siahaan Benedictta Dinda Permatasari Bondan Prasetyo Budi Widjajanto Budi, Setyo Christyan Putra, Andreas Aditya Danny Wijaya De Rosal Ignatius Moses Setiadi Desi Purwanti Kusumaningrum Edy Mulyanto Elok Iedfitra Haksoro Erlin Dolphina Erna Zuni Astuti Erna Zuni Astuti Erna Zuni Astuti Erna Zuni Astuti Farrikh Al Zami Fitri Yakub Harisa, Ardiawan Bagus Haryanto, Ronny Heribertus Himawan Herman Try Maulana Herowati, Wise Indra Gamayanto Indra Gamayanto Indra Gamayanto Kadiasti, Ristia Kardianawati, Acun Khafiizh Hastuti Kurniawan, July Kurniawan, Muhammad David L. Budi Handoko Laksana, Deddy Award Widya Lukman Sandjaya Lusi Noviani Prasetyo Muchamad Afif Muhamad Safi’i Muhammad Adhie Darmawan Muhammad Qori’ Untiarasani Muljono Muljono Muljono, - Mulyanto, Edy Nathania, Nita Virena Naufal, Muhammad Rakha' Noor Ageng Setiyanto, Noor Ageng Nugraha, Alvin Satria Perawati Perawati Pulung Nurtantio Andono Raden Arief Nugroho Rahmatsyam Lakoro Rahmatsyam Lakoro Rama Joko Pamungkas Ramadhan Rakhmat Sani Resa Septiarti Rosyidah, Umi Saeful Fahmi Saroji Saroji Sasono Wibowo Sendi Novianto Sendi Novianto Sendi Novianto Sendi Novianto Septian Idhi Pangestu Setia Astuti Setia Astuti Setyo Budi Setyo Budi Sirait, Tamsir Hasudungan Siswoko, Tandicha Marchelputra Steven Adi Santoso Sukamto, Titien Suhartini Sukmono, Indriyo K. Surya Adijaya Saputra T. Sutojo T. Sutojo T. Sutojo Tatak Ulul Azmi Tito Bimantoro Umi Rosyidah Umi Rosyidah Wellia Shinta Sari Wijanarto Wijanarto Wisinggya, Kadhana Reya Wisnu Agastya Yoga Prasetio Yuniarsi Rahayu Yuniarsi Rahayu Yusianto Rindra Zami, Farrikh Al