ANIMASK: What the Model Contributes to Role Play in Simulated Story Worlds
Read the original on arXiv AI →The Flow has not summarised this story yet — read it at arXiv AI.
The Flow has not summarised this story yet — read it at arXiv AI.
arXiv:2509. 17192v3 Announce Type: replace Abstract: LLM-based social simulations can make a generated transcript look like a single behavioral signal, but the model behind that transcript may be doing several different jobs: choosing what an actor says or does, deciding what happens after an action, or both.
The paper introduces ACTOR, a framework that automatically constructs action trajectories for literary role‑playing agents by extracting dialogue and non‑dialogue behaviors from novels and representing them with a Thought‑Action‑Observation structure. It builds a dataset from 143 literary works, generates counterfactual behaviors, and trains models using Regularized Preference Optimization to improve character‑consistent action prediction. Evaluation on 17,560 instances shows that the ACTOR‑trained model significantly outperforms baselines in next‑behavior selection, demonstrating the value of temporally organized supervision for literary role‑playing.
arXiv:2606. 11502v1 Announce Type: cross Abstract: Language models can state that "the Earth orbits the Sun" and, when role-playing Aristotle, assert the opposite.
PERSONAWEAVER is a new approach to procedural character generation that separates world building from behavioral specification, using manually curated banks of moral positions and conversational reactions to diversify character behavior. By applying this method across ten realistic and fantastical settings and three large language models, the system produces broader moral and interactional response distributions, varied interpersonal language, response length, sentiment, and less archetypal world attribute combinations compared to prior work.
arXiv:2606. 11502v3 Announce Type: replace-cross Abstract: Language models can state that "the Earth orbits the Sun" and, when role-playing Aristotle, assert the opposite.
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.