arXiv:2608. 04037v1 Announce Type: cross Abstract: Designing narrative-grounded interactive experiences remains labor-intensive because interactive content must align with the underlying world implied by the narrative.
By Yi-Chun Chen
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:2603. 16410v2 Announce Type: replace-cross Abstract: Creative plot generation presents a fundamental challenge for language models: transforming a concise premise into a coherent narrative that sustains global coherence, character development, pacing, tone consistency, and emotional progression.
By Abhinav Thorat, Ravi Kolla, Jyotin Goel, Madhav Kataria, Niranjan Pedanekar
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: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:2608. 15654v1 Announce Type: cross Abstract: Large language models can write fluent stories, but open-ended storytelling requires more than local fluency.
By Yuqi Chen, Sixuan Li, Yunfeng Cai, Xueai Li, Ka Man Yan, Ying Li
arXiv:2601. 07121v2 Announce Type: replace-cross Abstract: Large language models (LLMs) are increasingly used not only for problem solving but also for creative ideation; however, generating ideas that are both novel and coherent remains challenging.
By Makoto Sato
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
ConWriter is a training‑free framework that generates long‑form stories scene by scene, using static requirements, dynamic memory, symbolic state reasoning, and uncertainty‑aware risk signals to enforce consistency. It checks each new scene against required narrative transitions and repairs local errors before they propagate. Evaluations on ConStory‑Bench show that ConWriter matches or outperforms direct generation and a recent baseline, improving narrative consistency across multiple models and story lengths.
By Jindong Li, Yang Yang, Zihao Liu, Yutao Yue, Menglin Yang
The House with a Million Windows (HWAMW) is an LLM-based interactive fiction system that lets users narrate a story and then view it through a series of AI-generated "windows" that reframe the narrative in various literary styles. The system is grounded in the psychological restorying intervention, aiming to deepen users' exploration of meaning in their personal stories. Empirical results indicate that HWAMW enhances users' sense of narrative identity, and expert reviews suggest it achieves this by facilitating restorying rather than simply generating new content.
By Cody Kommers, Sarah G Immel, Drew Hemment, Mina Lee
arXiv:2608. 07460v1 Announce Type: cross Abstract: While post-training improves the capabilities of large language models (LLMs), it generally lowers their output diversity and creativity, negatively impacting tasks that explicitly require creativity (e.
By Ananya Sahu, Mohit Bansal, Elias Stengel-Eskin
arXiv:2608. 05170v1 Announce Type: cross Abstract: Role-playing agents (RPAs) have emerged as a key application of large language models, enabling immersive and high-fidelity character simulation.
By Zhihao Xiao, Mengting Li, Xintao Wang, Linfeng Li, Limin Shui, Mengqi Ji, Borui Cai