arXiv:2606. 13348v1 Announce Type: cross Abstract: Computational creativity in Interactive Fiction faces a fundamental tension: Large Language Models (LLM) may produce creative narratives but struggle with world coherence, while symbolic systems ensure consistency but lack creative flexibility.
By Micaela Vaucher, Santiago Silveira, Santiago G\'ongora, Luis Chiruzzo
The paper introduces Forking Garden, a branching game generation system that threads narrative archetype as a persistent semantic signal throughout the generation pipeline. Narrative progression is modeled with soft Rise/Fall states, guiding the creation of plot nodes, structural constraints, encounter composition, objectives, rewards, and difficulty adaptation. Experiments across ten storylines show that the system produces distinct archetypal trajectories, improves entity diversity, and that Rise/Fall distinctions remain meaningful during play, aiding both narrative understanding and creator interpretation.
By Yunge Wen, Chenliang Huang, Hangyu Zhou, Zhuo Zeng, Yuxuan Weng, Timothy Merino, Julian Togelius, Max Kreminski, Sam Earle
arXiv:2601.15295v2 Announce Type: replace-cross
Abstract: Interactive narrative (IN) authors craft spaces of divergent narrative possibilities for players to explore, with the player's input determin...
By Yi Wang, John Joon Young Chung, Melissa Roemmele, Yuqian Sun, Tiffany Wang, Shm Garanganao Almeda, Brett A. Halperin, Yuwen Lu, Max Kreminski
arXiv:2607. 00527v1 Announce Type: new Abstract: Generative AI now enables games to produce dialogue, quests, characters, images, and worlds at runtime.
By Zhiyue Xu, Fandi Meng, Kaijie Xu, Clark Verbrugge, Simon Lucas, Jian Zhao
arXiv:2607. 00918v1 Announce Type: cross Abstract: Although large language models (LLMs) have demonstrated impressive creative fiction generation, they struggle to maintain narrative consistency and coherent plot lines in long-form stories.
By Aayush Aluru, Chloe Ho, Muhammad Hammouri, Kerry Luo, Myra Malik, Ryan Lagasse, Arjun Bahuguna, Vasu Sharma
arXiv:2606. 16014v1 Announce Type: cross Abstract: Many games rely on storytelling combined with systems that track levelling, NPC behaviour, and consequence simulation; bridging tightly-authored narrative with deeply-simulated worlds -- most acute in sandbox and open-world settings -- has been prohibitively expensive.
By Yuhang Huang, Chenmiao Li, Chaowei Fang
arXiv:2608.29910v1 Announce Type: new
Abstract: Interactive world models extend video generation from offline clip synthesis toward persistent simulation of interactive virtual worlds, enabling appli...
By Runjia Qian, Zile Wang, Jihai Zhang, Kai Zou, Wei Yu, Jiaxing Li, Zexiang Liu, Yaokun Li, Fei Kang, Kaichen Huang, Mengyin An, Haobo Zhang, Biao Jiang, Jiahua Wang, Haofeng Sun, Yang Liu, Yangguang Li
arXiv:2606. 26964v1 Announce Type: new Abstract: As embodied AI and world models increasingly operate in dynamic 3D environments, visual perception must move beyond passively interpreting given observations toward actively deciding what to observe.
By Jiaming Bian, Bingliang Li, Yuehao Wu, Pichao Wang, Zhi Wang, Hailan Ma, Huadong Mo, Zhenhong Sun
arXiv:2607. 19038v1 Announce Type: cross Abstract: Translating novels into films poses a grand challenge for generative artificial intelligence, requiring conversion of abstract literary prose into long-form, multi-scene visual narratives.
By Jialong Zuo, Haotong Zuo, Shiwei Zhang, Xiang Wang, Chen Li, Nong Sang, Changxin Gao, Xiang Bai
4DSynth is a controllable procedural system that transforms natural-language descriptions, blueprint masks, or single photographs into editable 4D environments featuring explicit geometry, animated actors, collision-free trajectories, and physics-ready simulation states. The system unifies animation, camera planning, rendering, and task generation within a single geometry-grounded representation, enabling scalable creation of dynamic embodied simulation scenes. Using 4DSynth, the authors built 4DSynth-Nav, an interactive navigation benchmark that demonstrates the reproducibility and tunability of procedural failures across vision‑language models.
By Zehao Qi, Haochen Luo, Jia-Wang Bian, Zeyu Ma, Shuyang Sun
arXiv:2607. 21522v1 Announce Type: cross Abstract: Creating dynamic and physically realistic 4D worlds from natural language descriptions is both fascinating and challenging.
By Hongxin Zhang, Chunru Lin, Junyan Li, Zhou Xian, Tsun-Hsuan Wang, Chuang Gan
The paper introduces Code World Model, a framework that decouples world evolution from visual rendering by using a coding agent as a world brain. The agent reasons about events, generates executable code to maintain persistent state, and a proxy representation links this state to a video model for high‑fidelity visual output. Experiments with MiniMax‑H3 show that the system can follow proxy‑based spatiotemporal specifications while preserving rich visual dynamics, illustrating a new approach to open‑ended world modeling.
By Yiwen Chen, Guosheng Lin, Chi Zhang