---
title: "Ubisoft Shows Off AI-Powered NPC That Can Talk Back"
description: "Video game publisher Ubisoft has unveiled prototypes for AI-powered non-playable characters (NPCs), dubbed \"NEO NPCs.\""
date: "2024-03-20"
modified: "2024-03-20"
authors:
  - name: "Maggie Harrison Dupré"
    job_title: "Senior Staff Writer"
    link: "https://futurism.com/authors/mharrison"
url: "https://futurism.com/ubisoft-ai-npc"
categories:
  - "Artificial Intelligence"
tags:
  - "ai"
  - "gaming"
  - "generative ai"
  - "videogames"
---

# Ubisoft Shows Off AI-Powered NPC That Can Talk Back

![Assassin's Creed maker Ubisoft has unveiled prototypes for its AI-powered non-playable characters (NPCs), dubbed "NEO NPCs."](<https://futurism.com/wp-content/uploads/2024/03/ubisoft-ai-npc.jpg>)
*\<em\>Image: Ubisoft\</em\>*

Video game publisher Ubisoft has unveiled prototypes for AI-powered non-playable characters (NPCs), dubbed "NEO NPCs," [*The Verge* reports](<https://www.theverge.com/2024/3/19/24105748/nvidia-neo-npc-prototypes-gdc-2024>).

The prototypes are a collaboration between Ubisoft, AI chipmaker and shovel-seller Nvidia, and the AI gaming firm InWorld. According to an Ubisoft [press release](<https://news.ubisoft.com/en-us/article/5qXdxhshJBXoanFZApdG3L/how-ubisofts-new-generative-ai-prototype-changes-the-narrative-for-npcs?utm_source=narrativ&nrtv_cid=6c496432c020a5760389333edf89c06de7246ec52f941a3b8c955907acf5ecd8>), they're designed to allow users to break out of "a dialogue tree of pre-determined answers" often associated with NPCs. Players simply talk to the character, and after a brief pause to formulate an answer, the character will respond.

As a result, per the press release, players can finally have an "actual conversation" with the nonhuman characters — but when, if ever, the tech will actually be baked into video games is still unclear.

Though a [video](<https://www.theverge.com/2024/3/19/24105748/nvidia-neo-npc-prototypes-gdc-2024>) of an interaction with the gaming bots shared by *The Verge* reveals the characters' utterances to be a bit tinny and awkward — their language reads more ChatGPT than human — their banter seems arguably pretty solid for a prototype.

And in some cases, it even borders on the endearing. Take this chunk of AI NPC-spun dialogue from a character called Bloom, as shared by *The Verge.*

"Passion. You can feel it, can't you? That burning desire to make a difference, to fight for what's right," Bloom told *The* *Verge* reporter Sean Hollister. "That's what drives us, and that's what will keep you going through the tough times."

Passion, baby. Can you feel it?

https://twitter.com/Ubisoft/status/1770129425444503728

Pre-empting concerns over AI technologies replacing workers, Ubisoft made clear in its press release that the characters are still created by a human writer who works closely with data scientists to train an AI model on their vision for a specific character.

"I'm used to building a character's backstory, their hopes and dreams, the experiences that shaped their personality, and used all that information to nurture myself into writing dialogue, " Ubisoft narrative director Virginie Mosser [said](<https://news.ubisoft.com/en-us/article/5qXdxhshJBXoanFZApdG3L/how-ubisofts-new-generative-ai-prototype-changes-the-narrative-for-npcs?utm_source=narrativ&nrtv_cid=6c496432c020a5760389333edf89c06de7246ec52f941a3b8c955907acf5ecd8>) in a statement. And though creating the NEO NPC prototypes has been "very different," she added, the process has been rewarding in its own way.

"For the first time in my life, I can have a conversation with a character I've created," Mosser continued. "I've dreamed of that since I was a kid."

One notable hurdle for Ubisoft and its collaborators is that NPCs serve a real purpose in gameplay, for example offering a hero an important piece of information that furthers the game's storyline. The trick, then, is to ensure that the generative AI-powered bots are predictable enough to play their parts. Otherwise, a player might essentially just be walking around chatting with robots — which may sound like a fun diversion but isn't exactly driving the story forward.

Per the *Verge*, it'll likely be a while until you can chat with NEO NPCs while gaming. But given that [Microsoft has *also* partnered with InWorld](<https://futurism.com/the-byte/microsoft-ai-powered-npcs-xbox-games>) to create similar AI NPCs, the race to infuse AI into video games is officially on.

**More on AI and gaming:** [*Microsoft Working on AI-Powered NPCs for Xbox Games*](<https://futurism.com/the-byte/microsoft-ai-powered-npcs-xbox-games>)

## Author
At Futurism, I've reported extensively on the rise of AI as a cultural and business force shaping the media industry, and more broadly how those dynamics are changing how we all consume and share information and relate to one another. I'm also fascinated by public health policy and ethics, the role of emerging tech in politics and governance — and the powerful people and forces at those intersections — climate change, and the environment. My investigation on Sports Illustrated's use of AI-generated authors with fictional biographies won a 2024 Mirror Award for "Best Story on Media Coverage of Artificial Intelligence in Journalism and the Media" from Syracuse University's SI Newhouse School, I contributed to Niemen Lab's 2025 Predictions for Journalism series, and I've discussed my work for Futurism during appearances on NPR, CNN, the BBC, the CBC, and more. I grew up in rural Pennsylvania and attended the University of Massachusetts Amherst, where I played Division I field hockey for the Minutewomen as a midfielder. Since then, I've lived in New Orleans, Louisiana and Manhattan, New York. I spend my free time running, reading, perusing archival fashion, and searching for the world’s best negroni. I also have a debonair tuxedo cat, Westley, who's named after "The Princess Bride."

### Author social links  
[Bluesky](<https://bsky.app/profile/mharrisondupre.bsky.social>)