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<article xsi:noNamespaceSchemaLocation="http://jats.nlm.nih.gov/publishing/1.1/xsd/JATS-journalpublishing1-mathml3.xsd" dtd-version="1.1" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"><front><journal-meta><journal-id journal-id-type="publisher-id">LNE</journal-id><journal-title-group><journal-title>Lecture Notes in Education, Arts, Management and Social Science</journal-title></journal-title-group><issn>TBA</issn><eissn>2705-053X</eissn><publisher><publisher-name>WHIOCE PUBLISHING PTE. LTD.</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.18063/LNE.v3i11.1441</article-id><article-categories><subj-group subj-group-type="heading"><subject>Article</subject></subj-group></article-categories><title>Narrative Generation and Personalized Interaction Design of Non-player Character Driven by AIGC</title><url>https://artdesignp.com/journal/LNE/3/11/10.18063/LNE.v3i11.1441</url><author>WuDisheng</author><pub-date pub-type="publication-year"><year>2025</year></pub-date><volume>3</volume><issue>11</issue><history><date date-type="pub"><published-time>2025-12-01</published-time></date></history><abstract>Non-player character (NPC) narratives can significantly enhance user experience through effective interaction with players. Powered by AIGC, the generation of NPC narratives has become more efficient and intelligent, enabling players to immerse themselves in the game more effectively and ensuring steady progress. This article first outlines the core requirements for NPC narrative generation, then explores the technical pathways of AIGC-driven NPC narrative creation through three stages: preparatory work, mid-process generation, and post-optimization. It further analyzes personalized interaction design for NPCs empowered by AIGC, focusing on linguistic, behavioral, and emotional interactions. Finally, the study concludes by summarizing the synergistic optimization of AIGC-driven NPC narratives and personalized interactions, aiming to provide valuable insights for related research.</abstract><keywords>AIGC-driven, non-player characters, narrative generation, personalization, interaction design</keywords></article-meta></front><body/><back><ref-list><ref id="B1" content-type="article"><label>1</label><element-citation publication-type="journal"><p>[1] Zhou W, Chen Y, 2025, From Non-Player Characters to AI Agents: The 'Ultimate Life' Narrative in Virtual Reality Media.&amp;nbsp;Friends of Editors, (06): 32-40.
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