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LLMエージェントフレームワーク「Cutscene Agent」による3Dカットシーン自動生成
※ 日本語タイトル・ポイントはAIによる自動生成です。正確な内容は原論文をご確認ください。
ポイント
- LLMエージェントとゲームエンジンを双方向で連携させる「Cutscene Toolkit」を開発しました。
- 監督エージェントがアニメーションや音響などの専門エージェントを指揮し、視覚的推論で生成を洗練させる点が重要です。
- 多数のツール呼び出しを厳密な順序で管理する、長期的で複雑なカットシーン生成タスクにおけるLLMの性能を評価しました。
Abstract
Cutscenes are carefully choreographed cinematic sequences embedded in video games and interactive media, serving as the primary vehicle for narrative delivery, character development, and emotional engagement. Producing cutscenes is inherently complex: it demands seamless coordination across screenwriting, cinematography, character animation, voice acting, and technical direction, often requiring days to weeks of collaborative effort from multidisciplinary teams to produce minutes of polished content. In this work, we present Cutscene Agent, an LLM agent framework for automated end-to-end cutscene generation. The framework makes three contributions: (1)~a Cutscene Toolkit built on the Model Context Protocol (MCP) that establishes emph{bidirectional} integration between LLM agents and the game engine -- agents not only invoke engine operations but continuously observe real-time scene state, enabling closed-loop generation of editable engine-native cinematic assets; (2)~a multi-agent system where a director agent orchestrates specialist subagents for animation, cinematography, and sound design, augmented by a visual reasoning feedback loop for perception-driven refinement; and (3)~CutsceneBench, a hierarchical evaluation benchmark for cutscene generation. Unlike typical tool-use benchmarks that evaluate short, isolated function calls, cutscene generation requires long-horizon, multi-step orchestration of dozens of interdependent tool invocations with strict ordering constraints -- a capability dimension that existing benchmarks do not cover. We evaluate a range of LLMs on CutsceneBench and analyze their performance across this challenging task.
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