Creating engaging interactive story-based experiences dynamically responding to individual player choices poses significant challenges for narrative-centered games. Recent advances in pre-trained large language models (LLMs) have the potential to revolutionize procedural content generation for narrative-centered games. Historically, interactive narrative generation has specified pivotal events in the storyline, often utilizing planning-based approaches toward achieving narrative coherence and maintaining the story arc. However, manual authorship is typically used to create detail and variety in non-player character (NPC) interaction to specify and instantiate plot events. This paper proposes SCENECRAFT, a narrative scene generation framework that automates NPC interaction crucial to unfolding plot events. SCENECRAFT interprets natural language instructions about scene objectives, NPC traits, location, and narrative variations. It then employs large language models to generate game scenes aligned with authorial intent. It generates branching conversation paths that adapt to player choices while adhering to the author’s interaction goals. LLMs generate interaction scripts, semantically extract character emotions and gestures to align with the script, and convert dialogues into a game scripting language. The generated script can then be played utilizing an existing narrative-centered game framework. Through empirical evaluation using automated and human assessments, we demonstrate SCENECRAFT’s effectiveness in creating narrative experiences based on creativity, adaptability, and alignment with intended author instructions.
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Open-World Narrative Generation to Answer Players’ Questions
Planning-based narrative generation is effective at producing stories with a logically-sound flow of events, but it can be limiting due to the rigidity of its constraints and the high burden on the domain author to define story-world objects, initial states, and author and character goals. Giving the system the freedom to add objects and events to the story-world history arbitrarily can improve variety and reduce authorial burden, but risks leading to stories that seem jarringly contrived to the audience. I propose to use question-answering as the antidote to contrivance in a highly-generative interactive narrative system: By modeling the player's beliefs about the story world, inferring the implicit questions the player may be asking through their interactions, and answering those questions in a way consistent with the player's prior knowledge, a system could focus on creating cohesion in the ways that matter most to the player while accepting a degree of contrivance in the details that the player is likely to overlook.
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- PAR ID:
- 10375791
- Date Published:
- Journal Name:
- Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
- Volume:
- 18
- Issue:
- 1
- ISSN:
- 2326-909X
- Page Range / eLocation ID:
- 307 to 310
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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