arXiv AI By Xiucheng Zhang, Zhuoning Xu, Hanjun Luo, Yankai Chen, Hanan Salam, Xue Liu

ANIMASK: What the Model Contributes to Role Play in Simulated Story Worlds

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arXiv AI
Aug 3

Shall We Play a Game? Language Models for Open-ended Wargames

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.

By Glenn Matlin, Isaac Song, Yixiong Hao, Parv Mahajan, Evan Montoya, Ryan Bard, Stuart R. Topp, Anthony Wen-Ming Zang, Mohammed Rehan Parwani, Soham Shetty, Mark Riedl
arXiv Computation and Language
3d ago

ACTOR: Action-Centered Temporal Organization for Literary Role-Playing Agents

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.

By Yuxiang Gao, Tianjie Ju, Zheng Wu, Zongru Wu, Hao Fei
arXiv Computation and Language
Sep 23

PERSONAWEAVER: Controllable Diversity Beyond Conventional Archetypes in Procedural Character Generation

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.

By Maan Qraitem, Kate Saenko, Bryan A. Plummer
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