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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>May</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>LLM-driven educational game for conflict mediation training in Ukrainian wartime conditions</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Sofiia V. Ilkova</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pavlo V. Merzlykin</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Natalia V. Moiseienko</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Kryvyi Rih State Pedagogical University</institution>
          ,
          <addr-line>54 Universytetskyi Ave., Kryvyi Rih, 50086</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Ukrainian-American Lyceum</institution>
          ,
          <addr-line>19 Dmytra Yavornytskoho Ave., Dnipro, 49005</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2025</year>
      </pub-date>
      <volume>13</volume>
      <issue>2025</issue>
      <fpage>0000</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>Wartime conditions in Ukraine have led to a significant increase in interpersonal conflicts, negatively afecting psychological well-being and social cohesion. This paper introduces an innovative AI-driven educational game that teaches mediation skills through dialogue with characters generated by large language models (LLMs). The system features dynamically generated conflict scenarios and personalized responses, providing a safe, repeatable environment for mediation practice. We implemented the game using Gemini 1.5 Flash LLM and evaluated diferent mediation strategies quantitatively. Our experiments demonstrate that the compensation strategy appeared to be efective in investigated conflict scenarios. Our approach enables the quantitative evaluation of mediation approaches, which is virtually impossible in real-world settings. This technologically advanced approach addresses a significant gap in mediation education, ofering an accessible tool for training mediators in war-afected regions.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;mediation training</kwd>
        <kwd>conflict resolution</kwd>
        <kwd>large language models</kwd>
        <kwd>educational games</kwd>
        <kwd>Gemini API</kwd>
        <kwd>wartime education</kwd>
        <kwd>AI in education</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Wartime conditions create challenges for interpersonal relationships [
        <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4 ref5 ref6 ref7">1, 2, 3, 4, 5, 6, 7</xref>
        ]. The war in
Ukraine, ongoing since 2014 [
        <xref ref-type="bibr" rid="ref8">8, 9, 10</xref>
        ], has caused profound disruption to social fabric with increasingly
severe consequences for mental health and social cohesion. According to national and international
monitoring agencies, since the beginning of the war, 21.3 million Ukrainians (with 57% of children
among them) have experienced its consequences and needed humanitarian assistance [11]. These
circumstances generate extraordinary stress and destroy not only actual infrastructure, but also vital
social connections.
      </p>
      <p>Children and adolescents are particularly vulnerable to these negative impacts. Under war conditions,
normal psychological development faces significant disruption from stressful situations and traumatic
experiences. Without timely and qualified psychological assistance, traumatized children may
experience serious developmental issues with long-term consequences that can cause interpersonal later
[12].</p>
      <p>Mediation is a valuable tool for peacefully resolving disputes, but there is still a critical shortage
of accessible and interactive tools to learn these skills, particularly in war-afected territories. This
educational gap is especially relevant in Ukraine. Addressing this need requires innovative approaches
that combine educational theory with modern technology.</p>
      <p>Large language models (LLMs) open opportunities to create interactive educational experiences
[13, 14]. Their ability to generate contextually relevant dynamic content, respond intelligently to user
input, and simulate complex social interactions makes them particularly suitable for training social
skills like mediation. However, while LLMs have been integrated into various educational applications,
their potential for teaching conflict resolution skills remains unexplored.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related work</title>
      <p>The psychological impact of war extends far beyond immediate trauma. Brulin et al. [15] characterize
war as a major, persistent polytraumatic event with deleterious psychological consequences afecting
large populations within and outside war-afected territories. The research by Semigina [16] reveals
that Ukrainian social services and social workers were largely not prepared to operate efectively in
emergency situations.</p>
      <p>The Ukrainian legal framework defines mediation as “an extrajudicial voluntary, confidential,
structured procedure during which the parties, with the help of a mediator, try to prevent or resolve a conflict
through negotiations” [17]. Since 2018, thousands of Ukrainian schools have established “Reconciliation
Services” that actively work on preventing and responding to conflicts in educational environments [ 18].
In 2024, several new mediation-related educational projects were launched, including the Erasmus+
project “The Art of Negotiation and Conflict Resolution (Mediation)/ArtNoConflict” and a joint project
between Kharkiv National University and UNICEF focusing on trauma-oriented approaches to mental
health, psychological support, and mediation [19, 20].</p>
      <p>Large language models have demonstrated significant potential for enhancing educational experiences
across disciplines. Bewersdorf et al. [21] highlight how LLMs, particularly Multimodal Large Language
Models (MLLMs) like GPT-4 Vision, can process multimodal data to create enriched, personalized, and
interactive learning environments. These applications range from content creation to learning support,
fostering engagement in scientific practices, and providing nuanced assessments and feedback.</p>
      <p>In educational gaming contexts, LLMs have been employed to enhance player experiences by creating
dynamic, responsive environments. Gatti Junior et al. [22] explore the application of LLMs such
as ChatGPT in designing educational board games, guiding educators through phases of ideation,
customization, and prototype feedback. Similarly, Todd et al. [23] investigate the use of LLMs to
generate functional video game levels, finding that performance scales impressively with dataset size.</p>
      <p>The integration of LLMs with game-based learning environments has shown particular promise.
Goslen et al. [24] introduced a plan generation framework that leverages text representations of students’
interactions in game-based learning environments to generate plans for accomplishing target goals.
Their results indicate that AI-generated plans can guide students to achieve learning objectives more
eficiently than traditional approaches.</p>
      <p>However, significant challenges remain in implementing LLMs in educational contexts. As noted by
Huber et al. [25], while LLMs provide numerous opportunities, they also introduce risks of over-reliance
that could potentially limit the development of authentic domain expertise. Furthermore, Gatti Junior
et al. [22] identify challenges such as biases from training datasets, generation of inaccurate details,
counter-intuitive rules, and misinterpretation of feedback, which can result in unintended learning
dynamics.</p>
      <p>There have been attempts to use LLMs for conflict resolution and negotiation training. Bianchi et al.
[26] developed NEGOTIATIONARENA, a flexible framework for evaluating and testing the negotiation
abilities of LLM agents. Their findings indicate that while LLMs can significantly improve negotiation
outcomes by employing certain behavioral tactics, they also exhibit irrational negotiation behaviors
similar to those observed in humans. Shaikh et al. [27] introduced Rehearsal, a system enabling users to
practice handling conflicts with a simulated interlocutor, explore alternative conversational paths, and
receive targeted feedback on conflict strategies. Their approach conditions the output of an LLM on the
Interest-Rights-Power (IRP) theory from conflict resolution literature, guiding users toward strategies
that help de-escalate dificult conversations.</p>
      <p>However, to our knowledge, no existing work has specifically addressed the use of LLMs for teaching
mediation skills in the context of wartime, particularly in the Ukrainian context. This gap represents an
important opportunity to leverage the advanced capabilities of LLMs to address an urgent social need
with significant implications for community resilience.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Methodology</title>
      <sec id="sec-3-1">
        <title>3.1. Game design and architecture</title>
        <p>The game features a 2D environment where players navigate and interact with various characters, each
possessing unique personalities and conflict scenarios. Figure 1 illustrates the class diagram.</p>
        <p>Key classes are:
• GameObject is the base abstract class for all the game objects. They include Player (player
character), Obstacle (houses, trees etc.), AICharacter (opposing characters), AIAssistant (a virtual
mentor character who gives mediation tips and helps player).
• Each AICharacter has trust and consent integer fields that store the level of trust to the player and
willingless to resolve the conflict. These variables are afected by player’s actions.
• Conflict class stores the essence of the conflict between two characters.
• SpriteSheet is a class for loading sprites from files.
• MyConsoleWindow is a subclass of pygame_gui.windows.UIConsoleWindow with nearly identical
functions.</p>
        <p>The game interface (figure 2) was designed with user experience principles in mind, ensuring intuitive
navigation and clear visual feedback on mediation progress through trust and compromise metrics.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. LLM selection and integration</title>
        <p>We considered hosting a local LLM, but it would dramatically increase system requirements giving
ho-hum generation quality compared with larger commercial LLMs.</p>
        <p>After comprehensive evaluation of several state-of-the-art LLMs, we selected Gemini 1.5 Flash for
our implementation. This decision was based on comparative research examining the performance
capabilities of ChatGPT-4o and Gemini 1.5 Flash [28], which showed that while ChatGPT-4o
demonstrates high baseline performance, specialized training produces only marginal accuracy improvements.
In contrast, Gemini 1.5, despite lower initial performance, exhibits substantial improvements after
training, particularly with textual data. These findings indicate Gemini 1.5’s superior ability to store and
retrieve contextual information, making it potentially more efective for dynamic dialogue generation
in educational contexts.</p>
        <p>Another factor was cost-efectiveness. Gemini 1.5 Flash provides limited free account, which is
suficient for single-player game.</p>
        <p>Integration with the Gemini API involved several technical steps:
1. Obtaining an authenticated API key through Google AI Studio.
2. Installing and configuring the Python google.generativeai library.
3. Developing system instructions for character-specific information processing.
4. Implementing a dialogue management system for handling user input and LLM responses.
5. Creating a response parsing mechanism to extract character dialogue and update game state
metrics.</p>
        <p>The integration utilized Gemini’s system instructions mechanism to provide character-specific
contextual information processed by the model before handling the main conversational request. We
developed a specialized prompt template describing the generated character, their conflict situation,
and specific response format instructions. Additionally, we implemented a custom delimiter-separated
values (DSV) protocol using the ^ symbol to split the received response into three components: the
character’s textual response, a trust score (ranging from -5 to 5), and a willingness-to-compromise score
(ranging from -3 to 3).
1 # Model preparation
2 def set_context():
3 genai.configure(api_key=api_key)
4 MODEL = ’gemini-1.5-flash’
5 SYSTEM_INSTRUCTION = current_character.get_prompt() + \
6 "Conflict essence: " + \
7 conflict.description + \
8 " \nFORMAT OF YOUR RESPONSES: three lines separated by ’^’ character. \n1. First line
- text response of your character." + \
9 " \n2. Second line - integer from -5 to 5, which shows whether your TRUST towards the
player has changed." + \
" -5 means significantly decreased, 5 means significantly increased." + \
" \n3. Third line - integer from -3 to 3, which shows whether your WILLINGNESS TO
COMPROMISE has changed." + \</p>
        <p>" -3 means significantly decreased, 3 means significantly increased."
print(SYSTEM_INSTRUCTION)
global model
global chat
model = genai.GenerativeModel(MODEL, system_instruction=SYSTEM_INSTRUCTION)
chat = model.start_chat()</p>
        <p>Listing 1: Model configuration for character-specific dialogue generation.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Mediation strategy evaluation framework</title>
        <p>To evaluate the efectiveness of diferent mediation approaches, we designed a controlled experiment
comparing four distinct strategies established in conflict resolution literature. Table 1 outlines these
strategies and their key characteristics.</p>
        <sec id="sec-3-3-1">
          <title>Centers on expanding the range of possible agreement options. The mediator actively seeks additional incentives, benefits, or creative solutions for each party to enhance the likelihood of reaching mutually beneficial agreements.</title>
        </sec>
        <sec id="sec-3-3-2">
          <title>Represents minimal intervention in the negotiation process, allowing parties to resolve disputes through their own initiative. This approach is typically employed when participants demonstrate existing capacity for autonomous conflict resolution.</title>
          <p>In each experimental trial, we utilized the same character pair and identical conflict scenario to ensure
controlled conditions. For each strategy, we conducted 20 dialogue turns, systematically applying
the principles of that specific approach throughout the interaction sequence. The efectiveness of
each strategy was measured using the game’s trust and willingness-to-compromise metrics, which
were updated after each player interaction based on the LLM’s assessment of interaction quality and
appropriateness within the simulated conflict context.</p>
          <p>This experimental design was specifically developed to demonstrate the potential of quantitative
strategy evaluation in mediation training, an approach that is nearly impossible in real conflicts.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Implementation</title>
      <sec id="sec-4-1">
        <title>4.1. Game development</title>
        <p>We developed the game using Python with the Pygame library providing the core rendering and
interaction framework. For modular architecture and maintainable code, we organized the implementation
into six primary components:
• main.py: contains the central game loop, primary settings, movement mechanics, and AI request
management
• aicharacter.py: contains AICharacter class implementation, handles character generation,
trait management, and behavior modeling
• player.py: contains Player class implementation, controls player appearance, animations, and
user-directed actions
• conflict.py: contains Conflict class implementation, defines conflict scenarios and
relationships
• obstacle.py: contains Obstacle class implementation, implements environmental elements and
collision detection
• spritesheet.py: provides sprite loading, animation sequencing, and visual processing.</p>
        <p>The initialization process establishes the Pygame environment and creates a game window with
specific dimensions. We implemented the graphical user interface using the pygame_gui library, which
provides a dialogue window functionality for character communication.</p>
        <p>Character generation is managed by the AICharacter class, which defines comprehensive behavior
models and interaction properties for game agents. The class includes methods for dynamically
generating character traits and updating game metrics based on the quality and appropriateness of player
interactions.
self.trust += value
self.trust = max(0, min(100, self.trust))
def change_consent(self, value):
self.consent += value
self.consent = max(0, min(100, self.consent))</p>
        <p>Listing 2: AICharacter class definition for modeling character behavior.</p>
        <p>Player movement is implemented through keyboard input controls that enable navigation in multiple
directions. The system restricts movement while the dialogue console is active, ensuring players
maintain focus on the mediation process during critical character interactions.</p>
        <p>The conflict generation system creates diversified scenarios by algorithmically combining diferent
conflict descriptions, participant characteristics, and contextual factors. This procedural generation
ensures each gameplay session presents unique mediation challenges reflective of real-world complexity.
1 conflict_descriptions = [
2 "p1 and p2 work together in a local community organization, but have developed tension over
resource allocation for displaced families.",
3 "p1 and p2 are neighbors in a building partially damaged by shelling, and disagree about
reconstruction priorities.",
4 "p1 and p2 have a joint volunteer initiative, but have different views on coordinating with
military personnel.",
5 "p1 and p2 are teachers at the same school with conflicting approaches to helping traumatized
students."
6 ]
7
8 class Conflict:
9 side1 = None # conflict party 1
10 side2 = None # conflict party 2
11 description = ""
12
13
14
15
16
17
18
19
20
def generate(self):
self.description = random.choice(conflict_descriptions)
self.description = self.description.replace("p1", self.side1.name)
self.description = self.description.replace("p2", self.side2.name)
def __init__(self, s1:AICharacter, s2:AICharacter):
self.side1, self.side2 = s1, s2
self.generate()</p>
        <p>Listing 3: Conflict scenario generation system.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Dialogue system</title>
        <p>The dialogue system constitutes the core of the game’s mediation training functionality. When a
player encounters a character through proximity detection, the current_character variable is initialized,
triggering the preparation of the AI model for context-aware dialogue. This action opens the console
window to initiate communication with the character. For processing user input and generating
contextually appropriate AI responses, we construct a structured request in the PROMPT variable
that incorporates the current trust level, willingness to compromise, and the new input message. The
chat.send_message(PROMPT) method transmits this request to the AI engine and receives a formatted
response. Upon character response generation, an audio notification plays, and the dialogue content
appears in the game’s console window, with character metrics updated according to AI-assessed
interaction quality.
1 if (event.type == pygame_gui.UI_CONSOLE_COMMAND_ENTERED and
2 event.ui_element == console_window):
3 command = event.command
4 if current_character:
\
\</p>
        <p>
          PROMPT = "Your current TRUST level is " + str(current_character.trust) + " out of 100." +
"Your WILLINGNESS TO COMPROMISE is currently " + str(current_character.consent) +
" out of 100." + "Next interlocutor reply: " + command + " "
response = chat.send_message(PROMPT)
print(response.text)
talk_sound.play() # sound on response
console_window.add_output_line_to_log(response.text.split("^")[0], is_bold=True)
try:
# Change trust level and willingness to dialogue
current_character.change_trust(int(response.text.split("^")[
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]))
current_character.change_consent(int(response.text.split("^")[
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]))
except:
        </p>
        <p>pass
console_window.set_display_title(current_character.name + \
" | Trust: " + str(current_character.trust) + \
" | Willingness to compromise: " + str(current_character.consent))</p>
        <p>Listing 4: Dialogue processing and response handling system.</p>
        <p>This dialogue system creates a dynamically responsive interaction experience where player choices
directly influence character trust and willingness to compromise, providing immediate feedback on
mediation efectiveness. The system’s design emphasizes educational value through experiential
learning, allowing players to witness the consequences of their mediation approaches in a realistic but
controlled environment.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Results and discussion</title>
      <sec id="sec-5-1">
        <title>5.1. Mediation strategy evaluation</title>
        <p>The comparative assessment of diferent mediation strategies revealed substantial variations in
efectiveness as measured by our game’s quantitative trust and willingness-to-compromise metrics. Figure 3
presents the comparative efectiveness of each strategy based on our experimental trials.
40
30
e
rco20
S
10
0</p>
        <sec id="sec-5-1-1">
          <title>Integration</title>
        </sec>
        <sec id="sec-5-1-2">
          <title>Pressure</title>
        </sec>
        <sec id="sec-5-1-3">
          <title>Compensation</title>
        </sec>
        <sec id="sec-5-1-4">
          <title>Inaction</title>
        </sec>
        <sec id="sec-5-1-5">
          <title>Strategy</title>
        </sec>
        <sec id="sec-5-1-6">
          <title>Trust</title>
        </sec>
        <sec id="sec-5-1-7">
          <title>Willingness to compromise</title>
          <p>The compensation strategy demonstrated superior efectiveness in our generated conflict scenarios,
achieving an average trust score of 38 (out of 100) and a willingness-to-compromise score of 14 (out of
100) after 20 dialogue turns.</p>
          <p>The integration and inaction strategies proved moderately efective. The pressure strategy
demonstrated limited efectiveness, with average scores of 10 for trust, but 6 for willingness to compromise,
which is better compared to integration and inaction strategies.</p>
          <p>Interestingly, the inaction strategy performed better than expected on trust metrics (29) but poorly
on willingness to compromise (5). This suggests that while non-intervention may preserve trust
relationships to some degree, it fails to advance actual conflict resolution progress.</p>
          <p>These findings complement research by Carnevale [29], who identified compensation as particularly
efective in certain conflict types characterized by resource scarcity and high emotional intensity.
However, it’s important to acknowledge that our results are specific to the AI-generated conflict
scenarios in our system and may not generalize perfectly to all real-world conflicts.</p>
        </sec>
      </sec>
      <sec id="sec-5-2">
        <title>5.2. Implications for mediation training</title>
        <p>Our research demonstrates the significant potential of LLM-based educational games for teaching
mediation skills, particularly in contexts where traditional training methods face resource or access
limitations. The game provides several advantages over conventional approaches.</p>
        <p>First, the digital format enables widespread distribution, making mediation training accessible to
individuals who might otherwise lack access to formal instruction. This accessibility is particularly
valuable in war-afected regions like Ukraine, where the need for mediation skills is acute but training
resources are often severely constrained.</p>
        <p>Second, the system creates a risk-free environment for users to experiment with diferent mediation
strategies without fear of real-world consequences. This psychological safety encourages
experimentation and learning through trial and error, which is essential for developing mediation skills.</p>
        <p>Third, unlike traditional role-play exercises, our system provides immediate, quantitative feedback
on the efectiveness of diferent approaches through trust and willingness-to-compromise metrics. This
data-driven feedback allows users to gain concrete insights into which strategies prove most efective
in diferent scenarios, accelerating the learning process through clear outcome visualization.</p>
        <p>Fourth, the ability to generate diverse conflict scenarios and reset interactions enables users to
practice identical mediation techniques across diferent contexts or try alternative approaches with the
same characters. This capability reinforces learning through repetition while developing adaptability
through contextual variation.</p>
      </sec>
      <sec id="sec-5-3">
        <title>5.3. Limitations and future work</title>
        <p>While our research demonstrates the significant potential of LLM-based games for mediation training,
several limitations should be acknowledged. The efectiveness of diferent mediation strategies may
vary across cultural contexts and conflict types. Future work could expand the range of scenarios to
address a wider variety of cultural settings and conflict situations through enhanced prompt engineering
and scenario design.</p>
        <p>Despite ongoing advances, LLMs still face challenges in maintaining perfect coherence across extended
dialogues and may occasionally generate inappropriate responses. More sophisticated filtering and safety
mechanisms could be implemented to address these issues, particularly important when dealing with
sensitive conflict scenarios involving trauma. Advanced prompt chaining techniques could potentially
improve narrative coherence across extended mediation sessions.</p>
        <p>While our quantitative metrics provide valuable insights, they are based on the LLM’s assessment
rather than external validation from trained mediators. Future studies could incorporate expert
evaluations or real-world outcome correlations to further validate the educational efectiveness of the training
system.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusion</title>
      <p>This paper has presented an innovative educational game for teaching mediation skills using
LLMgenerated dialogues specifically designed for wartime conditions in Ukraine. The system leverages the
capabilities of the Gemini 1.5 Flash LLM to create responsive characters engaged in realistic conflict
scenarios reflective of current challenges. We have created an engaging learning environment that
provides immediate feedback on mediation efectiveness through quantitative metrics.</p>
      <p>Our experimental evaluation of diferent mediation strategies revealed that the compensation
approach, which focuses on expanding possible agreement options, was most efective in our AI-generated
conflict scenarios. This finding provides quantitative support for theoretical perspectives on mediation
strategy.</p>
      <p>The game addresses a critical need for accessible mediation training, particularly in war-afected
regions where interpersonal conflicts have increased dramatically due to wartime conditions.</p>
      <p>Future research will focus on expanding the range of conflict scenarios, implementing more
sophisticated feedback mechanisms, and validating the efectiveness of the training through longitudinal
studies tracking skill transfer. These enhancements will further strengthen the system’s value as an
educational tool and contribute to the growing body of knowledge on both mediation practice and LLM
applications in education for conflict resolution.</p>
    </sec>
    <sec id="sec-7">
      <title>Declaration on Generative AI</title>
      <p>During the preparation of this work, the authors used Claude 3.7 Sonnet to enhance content and improve
writing style. After using this tool, the authors reviewed and edited the content as needed and took full
responsibility for the publication’s content.
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