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Enforcing Narrative Reliability and Epistemic Pacing in LLM-Driven Detective Games via Structured Knowledge Trees
Large Language Models (LLMs) enable open-ended dialogue in interactive games, but their non-deterministic outputs make it difficult to preserve authorial control, factual consistency, and the intended sequence of information disclosure. These challenges are particularly significant in detective games, where premature revelation or fabricated details can undermine the logic of player progression. We present a Structured Knowledge Tree architecture coupled with a tri-agent LLM pipeline for controlling dialogue in an open-ended interrogation game. The system separates knowledge retrieval, dialogu
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Evidence & attribution
- arXiv · AI, language, vision and robotics · 2026-09-19T14:18:47.000Z
First collected: 2026-09-23T10:01:48.231Z. This is not the publication date.