one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

mechanism

The player types an intent; the system assembles a prompt from recent story, pinned memories, and setting notes and asks the model to continue the story, as AI Dungeon has since 2019. Grounded variants split the job: actors state intended actions in language, a Game Master component checks plausibility against rules and state, decides what happens, writes state changes, and only then narrates (Concordia). Hidden Door runs intent through plan, canon check, and world-state update steps over a typed, auditable world model, using many small tuned models for about 100 narrative tasks; its example blocks Dracula from entering a house uninvited. Research systems generate setting, items, and NPCs from designer criteria and use the model to validate free-text input against the story (PANGeA), or assist a human Dungeon Master (CALYPSO).

limitations

  • Long-session consistency: models forget or contradict earlier facts unless state is externalized into memory or a typed world model.
  • Accommodation bias: models rarely say no, which removes challenge and lets players talk past any obstacle.
  • Content moderation is hard: AI Dungeon's filter both missed and over-blocked, and Steam requires guardrail disclosure for live-generated content.
  • Latency of several to 15 seconds per turn frustrated players in a GPT-4 study; multi-step grounded pipelines add calls per turn.
  • Every turn is an inference cost for the life of the service, which pushes products to subscriptions or small tuned models.

relations

7 stored edges
affects

Generative content on demand

Story continuation from Do, Say, Story, and See inputs makes the whole narrative generated content; grounded engines turn it into typed state changes.

Deepens
affects

Natural-language interaction

Any typed action is adjudicated for plausibility and consequence rather than matched against a parser's verb list, so unanticipated approaches produce new narrative paths (53 emergent nodes in one 28-player study).

Deepens
affects

Procedural characters

NPCs with backstories, goals, and personality are generated from designer criteria and voiced in dialogue, removing per-character writing.

Cuts authoring cost
affects

Storyteller director

The director can author an event in language for the exact current state, check it against canon and rules, and narrate it, instead of choosing among a finite catalog of pre-written incidents by a pacing budget.

Enables new form
affects

Triggered event chains

Follow-up beats are generated from story state and player intent rather than scheduled by authored templates with trigger predicates, while the player still experiences multi-step chains.

Replaces substrate
affects

Villager requests

Characters can ask for things tied to the specific story so far, not only fetch templates with filled slots; ungrounded models invent quests that do not exist, so requests must be checked against state.

Deepens
deployed in

backlinks

computed from other records

claims

10 with sources
c01high

AI Dungeon 2 (December 2019) ran the full 1.5B-parameter GPT-2 and moved to GPT-3 in mid-2020, reaching over 100,000 players in its first week and 1.5 million by June 2020.

src-wikipedia-ai-dungeon

c02high

AI Dungeon's 2021 content filter, added to block sexual content involving minors, produced false positives on innocuous text and led human moderators to read flagged private stories, prompting review bombing.

src-wikipedia-ai-dungeon

c03high

In a 28-player study with five GPT-4 NPCs holding backstories, clues, and ordered goals, play produced 53 narrative nodes absent from the designers' graph; about 15 seconds of lag frustrated 40% of players and NPCs forgot earlier statements in 10% of reports.

src-peng-2024-player-driven-emergence

c04medium

Hidden Door announced early access in August 2025 and offers licensed worlds such as Dracula; its engine checks every story turn against canon and rules before display and reports a tuned 1.7B model beating a 120B general model on one core task.

src-hiddendoor-2026-blog-index, src-hiddendoor-2026-homepage

c05high

Concordia's Game Master converts agents' natural-language actions into outcomes and checks physical plausibility, and its 2025 design pattern classifies uses as Simulationist, Dramatist, or Evaluationist.

src-vezhnevets-2023-concordia, src-vezhnevets-2025-multi-actor-game-engine, src-deepmind-2026-concordia-repo

c06medium

Surveyed LLM game masters tend to accommodate even bizarre player requests that human GMs would curb, and LLM NPCs can invent quests that do not exist in the game.

src-gallotta-2024-llms-games-survey

c07high

Steam requires games with live-generated AI content to disclose it and describe guardrails against illegal output, and does not permit live-generated adult sexual content.

src-valve-2026-steamworks-content-survey, src-valve-2024-ai-content-on-steam

c08medium

Dungeon Masters using CALYPSO presented some generated text almost directly and treated rougher output as ideas while keeping creative control.

src-zhu-2023-calypso

c09medium

PANGeA generated settings, key items, and Big Five personality-biased NPCs from designer criteria and used the model to keep free-text player input within the narrative, tested in a browser demo and a Unity game.

src-buongiorno-2024-pangea

c10medium

Steam generative AI disclosures rose from about 1,000 games in April 2024 to 7,818 (about 7% of the catalog, a little under 20% of 2025 releases) in July 2025 and 10,258 (about 8%) in November 2025; about 60% of disclosures concern visual assets, so live-generated runtime systems such as LLM narration are a small share.

src-totallyhuman-2024-steam-genai-count, src-totallyhuman-2025-steam-genai-count, src-totallyhuman-2025-steam-ai-revenue

sources

15
Wikipedia contributors (2026). AI Dungeon. Wikipedia
Alexander Sasha Vezhnevets, John P. Agapiou, Avia Aharon (2023-12-06). Generative agent-based modeling with actions grounded in physical, social, or digital space using Concordia. arXiv
Alexander Sasha Vezhnevets, Jayd Matyas, Logan Cross (2025-07-10). Multi-Actor Generative Artificial Intelligence as a Game Engine. arXiv
Hidden Door (2026). Hidden Door. hiddendoor.co
Hidden Door (2026). Hidden Door blog. hiddendoor.co
Xiangyu Peng, Jessica Quaye, Sudha Rao (2024-04-25). Player-Driven Emergence in LLM-Driven Game Narrative. arXiv
Steph Buongiorno, Lawrence Jake Klinkert, Tanishq Chawla (2024-04-30). PANGeA: Procedural Artificial Narrative using Generative AI for Turn-Based Video Games. arXiv
Andrew Zhu, Lara J. Martin, Andrew Head (2023). CALYPSO: LLMs as Dungeon Masters' Assistants. AIIDE 2023
Roberto Gallotta, Graham Todd, Marvin Zammit (2024). Large Language Models and Games: A Survey and Roadmap. IEEE Transactions on Games
Valve (2024-01-09). AI Content on Steam. Steamworks Development news
Totally Human Media (2024-04-24). The Surprising Number of Steam Games that Use GenAI. Totally Human blog
Totally Human Media (2025-07-13). The NEW Surprising Number of Steam Games that Use GenAI. Totally Human blog
Totally Human Media (2025-11-06). Games With AI Disclosures Have Grossed an Estimated $660M on Steam. Totally Human blog

provenance

runs in log/runs
2026-10-24
created2026-10-24-techniques-llm-agentstechnique
2026-10-24
reviewed2026-10-24-review-fixesmaintenance