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Stream/Area:
-
Subject:
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Paper ID:
IJSREM67282
Volume:
10 |
9 |
Sep 2026
Pages:
1-21
Publication Frequency:
Monthly (12 issues per year)
License:International Journal of Scientific Research in Engineering and Management follows the Creative Commons Attribution 4.0 (CC BY 4.0) License, allowing free use and distribution with proper attribution.
School of sciences (BCA)
KK Modi University Durg
School of sciences (BCA)
KK Modi University Durg
Artificial intelligence (AI) has moved from isolated gameplay heuristics to a broad development capability spanning non-player character (NPC) behavior, procedural content generation, player modeling, automated testing, animation and rendering support, and increasingly generative systems based on large language models (LLMs) and multimodal models. This paper presents a structured literature review of AI in video game development, emphasizing how different AI paradigms change both the technical architecture of games and the responsibilities of designers, artists, engineers, and quality-assurance teams. The review synthesizes research on search and planning, reinforcement learning, deep learning, procedural content generation, player modeling, adaptive difficulty, AI-assisted production, and LLM-driven interaction. The analysis shows that AI is most useful when treated as a controllable subsystem inside a larger development pipeline rather than as an autonomous replacement for design judgment. Classical techniques remain valuable for deterministic, debuggable behavior, whereas learning-based and generative methods provide greater adaptability and variability at the cost of data, evaluation difficulty, runtime constraints, and control risks. Recent LLM studies further indicate potential for persistent and collaborative NPCs, but also identify concerns around correctness, coherence, latency, cost, privacy, and player trust. The paper proposes an integrated architecture and a practical evaluation framework that combines quality, player experience, safety, performance, and development-effort measures. Finally, it identifies research opportunities in multimodal generation, persistent world simulation, human-AI co-creation, explainable adaptive gameplay, efficient on-device models, and reliable automated testing.
KEYWORDS
Artificial intelligence is becoming a foundational technology in video game development, but its role is broader than autonomous NPC control. AI can assist content generation, adaptive gameplay, player modeling, testing, optimization, narrative interaction, and creative iteration. The literature demonstrates strong technical progress across these areas, from classical planning and PCG to reinforcement learning, PCGML, and LLM-driven systems [1]-[3], [5], [15], [21]. The central conclusion of this review is that effective game AI should be designed as a controllable, evaluable, and maintainable subsystem. Hybrid architectures offer a practical balance between predictability and adaptability. Procedural and generative methods can increase variation and reduce authoring effort, but they require stronger validation. Player models can personalize gameplay, but they must represent uncertainty and respect privacy. LLMs can support more open-ended interaction, but authoritative game state, tool restrictions, memory management, and fallback behavior remain essential. Future game development is likely to become increasingly semantic and AI-assisted, with designers expressing intent and constraints while AI systems explore implementation space. The success of this transition will depend less on whether AI can generate content and more on whether generated behavior remains coherent, fair, performant, safe, and aligned with the intended player experience. Research that integrates technical capability with human-centered evaluation will be best positioned to guide the next generation of AI-enabled games.
[1] G. N. Yannakakis and J. Togelius, “Artificial Intelligence and Games,” Springer, Cham, 2018, doi: 10.1007/978-3-319-63519-4. [2] N. Shaker, J. Togelius, and M. J. Nelson, “Procedural Content Generation in Games: A Textbook and an Overview of Current Research,” Springer, 2016, doi: 10.1007/978-3-319-42716-4. [3] A. Summerville, S. Snodgrass, M. Guzdial, C. Holmgård, A. K. Hoover, A. Isaksen, A. Nealen, and J. Togelius, “Procedural Content Generation via Machine Learning,” IEEE Trans. Games, vol. 10, no. 3, pp. 257–270, 2018, doi: 10.1109/TG.2018.2846639. [4] G. Smith, “The Future of Procedural Content Generation in Games,” Proc. AAAI Conf. Artificial Intelligence and Interactive Digital Entertainment, vol. 10, no. 3, pp. 53–57, 2014, doi: 10.1609/aiide.v10i3.12748. [5] N. Justesen, P. Bontrager, J. Togelius, and S. Risi, “Deep Learning for Video Game Playing,” IEEE Trans. Games, 2019, doi: 10.1109/TG.2019.2896986. [6] E. Alonso, M. Peter, D. Goumard, and J. Romoff, “Deep Reinforcement Learning for Navigation in AAA Video Games,” arXiv:2011.04764, 2020. [7] V. Mnih et al., “Human-level control through deep reinforcement learning,” Nature, vol. 518, pp. 529–533, 2015, doi: 10.1038/nature14236. [8] O. Vinyals et al., “Grandmaster level in StarCraft II using multi-agent reinforcement learning,” Nature, vol. 575, pp. 350–354, 2019, doi: 10.1038/s41586-019-1724-z. [9] R. Hunicke, “The Case for Dynamic Difficulty Adjustment in Games,” Proc. Int. Conf. Advances in Computer Entertainment Technology, 2005, doi: 10.1145/1178477.1178573. [10] M. C. Machado, E. P. C. Fantini, and L. Chaimowicz, “Player Modeling: Towards a Common Taxonomy,” in Proc. 16th Int. Conf. Computer Games (CGAMES), 2011, doi: 10.1109/CGAMES.2011.6000359.
Publication Date
9/15/2026
Peer Review Type
Double-Blind Peer Review
Review Rounds: 2
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