<> "The repository administrator has not yet configured an RDF license."^^ . <> . . . "NON-PLAYABLE CHARACTER BERBASIS LARGE LANGUAGE MODEL UNTUK GAME ROLE PLAYING GAME"^^ . "Game RPG sering menghadirkan dialog NPC yang statis dan kurang kontekstual, sehingga mengurangi imersi pemain terhadap alur cerita. Penelitian ini mengembangkan sistem dialog NPC dinamis berbasis Large Language Model (LLM) dengan pendekatan Retrieval-Augmented Generation (RAG) dan prompt engineering, diimplementasikan pada prototipe game Kage no Meiyaku: Shinobi no Michi. Sistem dirancang agar NPC merespons input pemain secara adaptif dengan merujuk pada lore cerita, riwayat percakapan serta menjaga konsistensi persona karakter. Evaluasi menggunakan kuesioner skala Likert mencakup lima aspek kualitas dialog: relevansi cerita, koherensi naratif, konsistensi persona, kealamian bahasa, dan keterlibatan emosional. Hasil pengujian terhadap 13 responden menunjukkan skor rata-rata 4,07–4,46, menandakan respons positif. Meskipun masih terdapat keterbatasan, seperti kesalahan ejaan pada response, dan fitur game sederhana, sistem terbukti meningkatkan kualitas interaksi dalam game naratif. Penelitian ini tidak hanya menghasilkan prototipe NPC yang lebih interaktif, tetapi juga mengeksplorasi potensi teknologi LLM dalam pengembangan game, khususnya NPC berbasis percakapan yang lebih kontekstual dan imersif.\r\n\r\nRole-Playing Games (RPGs) often feature static and less contextual NPC dialogues, which can reduce player immersion in the storyline. This study develops a dynamic NPC dialogue system based on Large Language Models (LLMs) using a Retrieval-Augmented Generation (RAG) approach and prompt engineering, implemented in the prototype game Kage no Meiyaku: Shinobi no Michi. The system is designed to enable NPCs to respond adaptively to player input by referencing game lore, conversation history, and maintaining consistent character personas. Evaluation was conducted using a Likert-scale questionnaire covering five dialogue quality aspects: story relevance, narrative coherence, persona consistency, language naturalness, and emotional engagement. Testing with 13 participants showed positive responses, with average scores ranging from 4.07 to 4.46. Despite limitations such as typos in NPC responses and the simplicity of the prototype features, the system proved to enhance interaction quality in narrative-driven games. This research not only delivers a more interactive NPC prototype but also explores the potential of LLM technology in game development, particularly for creating more contextual and immersive conversational NPCs."^^ . "2025-08-28" . . . . . . . . . "Universitas Pendidikan Indonesia"^^ . . . "KODEPRODI55201#Ilmu Komputer_S1, Universitas Pendidikan Indonesia"^^ . . . . . . . . . . . . . . . . . "-"^^ . "Ade Mulyana"^^ . "- Ade Mulyana"^^ . . "-"^^ . "Ani Anisyah"^^ . "- Ani Anisyah"^^ . . "-"^^ . "Yudi Wibisono"^^ . "- Yudi Wibisono"^^ . . . . . . "NON-PLAYABLE CHARACTER BERBASIS LARGE LANGUAGE MODEL UNTUK GAME ROLE PLAYING GAME (Text)"^^ . . . "S_KOM_2108799_Title.pdf"^^ . . . "NON-PLAYABLE CHARACTER BERBASIS LARGE LANGUAGE MODEL UNTUK GAME ROLE PLAYING GAME (Text)"^^ . . . "S_KOM_2108799_Chapter1.pdf"^^ . . . "NON-PLAYABLE CHARACTER BERBASIS LARGE LANGUAGE MODEL UNTUK GAME ROLE PLAYING GAME (Text)"^^ . . . "NON-PLAYABLE CHARACTER BERBASIS LARGE LANGUAGE MODEL UNTUK GAME ROLE PLAYING GAME (Text)"^^ . . . "S_KOM_2108799_Chapter3.pdf"^^ . . . "NON-PLAYABLE CHARACTER BERBASIS LARGE LANGUAGE MODEL UNTUK GAME ROLE PLAYING GAME (Text)"^^ . . . "NON-PLAYABLE CHARACTER BERBASIS LARGE LANGUAGE MODEL UNTUK GAME ROLE PLAYING GAME (Text)"^^ . . . "S_KOM_2108799_Chapter5.pdf"^^ . . . "NON-PLAYABLE CHARACTER BERBASIS LARGE LANGUAGE MODEL UNTUK GAME ROLE PLAYING GAME (Text)"^^ . . "HTML Summary of #138064 \n\nNON-PLAYABLE CHARACTER BERBASIS LARGE LANGUAGE MODEL UNTUK GAME ROLE PLAYING GAME\n\n" . "text/html" . . . "L Education (General)"@en . . . "Q Science (General)"@en . . . "QA75 Electronic computers. Computer science"@en . .