The Garden of Forking Paths: Narrative Arc-Conditioned Gameplay Planning
Human-Computer Interaction
2026-05-05 v1 Artificial Intelligence
Abstract
Narrative archetypes (e.g., Hero's Journey, Three-act structure) provide universal story structures that resonate across cultures and media and are important for video game storytelling, yet existing LLM-based methods lack explicit use of these archetypes in procedurally generated games. We propose Forking Garden, a framework for narrative arc-conditioned gameplay planning that generates branching games from user-provided storylines. Our approach first generates a diverse pool of independent nodes, then assembles them into a dungeon graph via arc-guided constraint algorithms, where each node achieves multimodal alignment of gameplay elements. We develop an end-to-end interactive system that instantiates the framework.
Keywords
Cite
@article{arxiv.2605.01245,
title = {The Garden of Forking Paths: Narrative Arc-Conditioned Gameplay Planning},
author = {Yunge Wen and Chenliang Huang and Hangyu Zhou and Zhuo Zeng and Chun Ming Louis Po and Julian Togelius and Timothy Merino and Sam Earle},
journal= {arXiv preprint arXiv:2605.01245},
year = {2026}
}