arXiv Computation and Language

Creating Hybrid Interactive Narrative Systems with LLM: From Formal Description to Evaluation

The paper presents a new LLM‑based narrative platform that allows interchangeable Experience Managers (EMs) to operate over a shared symbolic world model, enabling explicit preconditions and effects for every operation. By representing each session as a plan in a common state‑transition system, the authors evaluate three different managers—open generation, Monte Carlo repair, and autonomous characters—on four properties: player agency, EM controllability, author intent, and robustness, using an interactive Little Red Riding Hood scenario. The results demonstrate that no single manager excels in all properties, providing authors and designers with concrete criteria to choose a manager that best fits their priorities.

arXiv Computation and Language
2d ago

Towards Self-Evolving Narrative Systems: Real-Time Adaptation and Long-Term Optimization with LLMs

The paper proposes a hybrid narrative framework that blends pre‑authored content with real‑time LLM generation, using semantic similarity to balance authorial control and player agency. It also introduces a self‑evolving, feedback‑driven optimization system that refines prompts through in‑context learning, removing the need for manual prompt engineering. A case study and participant evaluation demonstrate that this approach improves narrative coherence while maintaining player agency and aligning with authorial intent.

By Ruisheng Sun, Jiaqi Shao, Weijia Han, Linxi Ju, Yunzhen Zhang, Binyan Sun, Rong Chen, Benjamin Blas Maristany, Ye Lu, Rui Hu, Ernesto Escobar, Bing Luo
arXiv AI
Jun 16

Orchestrated Reality: From Role-Play to Living, Playable Game Worlds -- LLM-Driven World Simulation as a Parameterized-Action POMDP

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 AI
Sep 15

The Garden of Forking Paths: Threading Narrative Archetype as a Semantic Signal Through Gameplay Planning

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 AI
Jul 22

PlotTwist: A Creative Plot Generation Framework with Small Language Models

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 AI
Jun 12

IVIE: A Neuro-symbolic Approach to Incremental and Validated Generation of Interactive Fiction Worlds

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
arXiv AI
Oct 16

CriticaLLM: Using LLMs as Autonomous Game Master for Tabletop Role-Playing Games

CriticaLLM is a fully automated Game Master framework that uses Large Language Models (LLMs) to run entire tabletop role‑playing games, from story creation to managing exploration and combat. The paper outlines key components LLMs should exhibit for TTRPGs and evaluates the system with real players, examining plot and antagonist diversity across four LLMs of different sizes. The results suggest that CriticaLLM is a promising option for automating TTRPG gameplay.

By Ga\"etan Berlaimont, Justin Vanwichelen, Beno\^it Ronval, H\'el\`ene Verhaeghe