Driving Generative Agents With Their Personality
Lawrence J. Klinkert, Stephanie Buongiorno, Corey Clark
TL;DR
This work investigates grounding NPC behavior in affective-computing–driven psychometrics by prompting large language models with quantified personality profiles. It adopts the Big Five framework, represented as a 5-tuple $(O, C, E, A, N)$, and evaluates alignment with human IPIP-derived data, using $CS = A + C + (1 - N)$ and $CF = E + O$ to map personality space. Through synthetic data generation across several LLMs and rigorous labeling via nearest-neighbor distance in personality space, the study demonstrates that GPT-4-0613 most accurately embodies specified personalities (approx. 74% accuracy) and yields lower RMSPE, supporting the feasibility of personality-grounded NPCs. The findings suggest a practical pathway to richer, emotionally nuanced NPCs in games, with future work extending to additional psychometric dimensions and targeted fine-tuning to improve reliability and realism in dynamic gameplay contexts.
Abstract
This research explores the potential of Large Language Models (LLMs) to utilize psychometric values, specifically personality information, within the context of video game character development. Affective Computing (AC) systems quantify a Non-Player character's (NPC) psyche, and an LLM can take advantage of the system's information by using the values for prompt generation. The research shows an LLM can consistently represent a given personality profile, thereby enhancing the human-like characteristics of game characters. Repurposing a human examination, the International Personality Item Pool (IPIP) questionnaire, to evaluate an LLM shows that the model can accurately generate content concerning the personality provided. Results show that the improvement of LLM, such as the latest GPT-4 model, can consistently utilize and interpret a personality to represent behavior.
