Inworld AI is bringing better AI to non-player characters.

How generative AI stole only part of the show at the GDC | The DeanBeat

Inworld AI had a booth on the show floor of the Game Developers Conference in San Francisco, where the company showed off characters in a game with a new kind of artificial intelligence. These non-player characters (NPCs) didn’t have canned answers to queries. I asked a series of questions and the characters answered me in conversational ways, without long delays in the interaction.

My basic mission in the sci-fi demo was to investigate an explosion and questions some witnesses. I asked basic questions about what one robot character saw and what they were doing. But I didn’t really get much out of it, and I was anxious to move on to the next witness. Then I asked, “Is there anything else you want to tell me?” And then the robot spilled its guts and told me what it really wanted to say. It was a useful clue that I only surfaced by asking an open-ended question. That actually felt pretty fun, as it made me believe that I would get the right answer from this NPC by asking the right question, rather than just fetching a piece of information in a much more robotic way.

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Dean Takahashi

Dean Takahashi is editorial director for GamesBeat. He has been a tech journalist since 1988, and he has covered games as a beat since 1996. He was lead writer for GamesBeat at VentureBeat from 2008 to April 2025. Prior to that, he wrote for the San Jose Mercury News, the Red Herring, the Wall Street Journal, the Los Angeles Times, and the Dallas Times-Herald. He is the author of two books, "Opening the Xbox" and "The Xbox 360 Uncloaked." He organizes the annual GamesBeat Next, GamesBeat Summit and GamesBeat Insider Series: Hollywood and Games conferences and is a frequent speaker at gaming and tech events. He lives in the San Francisco Bay Area.