返回博客ai-architectureGame AI Architecture: Procedural Quest Systems and LLM-Driven NPC Dialogue (Budget Models, 2026)May 13, 202619 min read game ai llm npc dialogue procedural quests frame-rate budgets edge inference on-device inference tier router prompt injection defence cost engineering semantic cache cd projekt red polish game development narrative coherence dialogue state machine live-service ai ai architectureFrequently Asked QuestionsWhy does game AI break the assistant-AI playbook in 2026, and what changes architecturally?How do the three model tiers (on-device, edge, cloud) split responsibility and what fine-tuning does each require?How does the LLM augment the classical dialogue state machine without taking over from the writers' room?How does the procedural quest system use LLM in-fill without the LLM generating the quest skeleton?What does the multi-layer content-safety and prompt-injection defence stack look like for a game?How is the per-session cost budget engineered, and what does budget-aware degradation look like?What does the cache architecture look like, and how do you sustain a high hit rate as dialogue style evolves through live-service updates?How does the Polish game-development scene's context (CD Projekt Red, Techland, 11 bit studios, People Can Fly, Bloober Team) shape the architecture choices?How does narrative-coherence evaluation work for procedural quests at scale, and what is the eval gate?What does Stage 4 look like for LLM-driven game architecture, and what is the timeline for the leading studios? 分享这篇文章 Twitter LinkedIn WhatsApp复制链接Download as PDFSatyam人工智能和云架构师。帮助团队构建可扩展到数百万的系统。Comments Leave a commentPost Comment