← 研踪 PaperTrailarXiv:2611.14431 · v1
Demonstration of MANA: Multi-perspective Alignment of NPC Agents
MANA:NPC智能体的多视角对齐演示
首次提交 2026-11-11 02:05
版本更新 2026-11-11 02:05
雷达观测 2026-11-11 13:07
摘要
We present MANA (Multi-perspective Alignment of NPC Agents), an interactive approach for authoring NPC behavior through embodied demonstration. We show MANA in the context of Minecraft, where a developer aligns NPCs while playing the game itself. Activating MANA lets the developer dynamically switch into the point of view (POV) of any character and demonstrate, in-situ, how it would act given the surrounding context, through both movement and dialogue. MANA then distills each demonstration into a generalized policy that maps in-game context to actions. Finally, once the developer switches to another NPC or exits MANA mode, this generalized policy drives the NPC on its own. We demonstrate MANA by aligning two initially generic Minecraft NPCs: Fletcher and Farmer to act aggressively and cowardly, respectively. After roughly 2 minutes of in-game play, each character exhibits consistent and believable behaviors across new, unseen scenarios.
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v1 · 2026-11-11 02:05 · 最新观测版本
Demonstration of MANA: Multi-perspective Alignment of NPC Agents
We present MANA (Multi-perspective Alignment of NPC Agents), an interactive approach for authoring NPC behavior through embodied demonstration. We show MANA in the context of Minecraft, where a developer aligns NPCs while playing the game itself. Activating MANA lets the developer dynamically switch into the point of view (POV) of any character and demonstrate, in-situ, how it would act given the surrounding context, through both movement and dialogue. MANA then distills each demonstration into a generalized policy that maps in-game context to actions. Finally, once the developer switches to another NPC or exits MANA mode, this generalized policy drives the NPC on its own. We demonstrate MANA by aligning two initially generic Minecraft NPCs: Fletcher and Farmer to act aggressively and cowardly, respectively. After roughly 2 minutes of in-game play, each character exhibits consistent and believable behaviors across new, unseen scenarios.
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