Related papers: Bringing Stories Alive: Generating Interactive Fic…
World models improve a learning agent's ability to efficiently operate in interactive and situated environments. This work focuses on the task of building world models of text-based game environments. Text-based games, or interactive…
We provide a dataset that enables the creation of learning agents that can build knowledge graph-based world models of interactive narratives. Interactive narratives -- or text-adventure games -- are partially observable environments…
Procedurally generating cohesive and interesting game environments is challenging and time-consuming. In order for the relationships between the game elements to be natural, common-sense has to be encoded into arrangement of the elements.…
We introduce STORY2GAME, a novel approach to using Large Language Models to generate text-based interactive fiction games that starts by generating a story, populates the world, and builds the code for actions in a game engine that enables…
Crafting a rich and unique environment is crucial for fictional world-building, but can be difficult to achieve since illustrating a world from scratch requires time and significant skill. We investigate the use of recent multi-modal image…
We introduce WorldGen, a system that enables the automatic creation of large-scale, interactive 3D worlds directly from text prompts. Our approach transforms natural language descriptions into traversable, fully textured environments that…
While language models have become more capable of producing compelling language, we find there are still gaps in maintaining consistency, especially when describing events in a dynamically changing world. We study the setting of generating…
Text-based games provide a framework for developing natural language understanding and commonsense knowledge about the world in reinforcement learning based agents. Existing text-based environments often rely on fictional situations and…
Interactive fictions, or text-adventures, are games in which a player interacts with a world entirely through textual descriptions and text actions. Text-adventure games are typically structured as puzzles or quests wherein the player must…
Storytelling and narrative are fundamental to human experience, intertwined with our social and cultural engagement. As such, researchers have long attempted to create systems that can generate stories automatically. In recent years,…
This paper provides a roadmap that explores the question of how to imbue learning agents with the ability to understand and generate contextually relevant natural language in service of achieving a goal. We hypothesize that two key…
We introduce DrawTalking, an approach to building and controlling interactive worlds by sketching and speaking while telling stories. It emphasizes user control and flexibility, and gives programming-like capability without requiring code.…
Story generation, namely generating a reasonable story from a leading context, is an important but challenging task. In spite of the success in modeling fluency and local coherence, existing neural language generation models (e.g., GPT-2)…
Story generation is a task that aims to automatically produce multiple sentences to make up a meaningful story. This task is challenging because it requires high-level understanding of semantic meaning of sentences and causality of story…
Automatically generating stories is a challenging problem that requires producing causally related and logical sequences of events about a topic. Previous approaches in this domain have focused largely on one-shot generation, where a…
Recent approaches have demonstrated the promise of using diffusion models to generate interactive and explorable worlds. However, most of these methods face critical challenges such as excessively large parameter sizes, reliance on lengthy…
We present a literature survey on non-interactive computational story generation. The article starts with the presentation of requirements for creative systems, three types of models of creativity (computational, socio-cultural, and…
Large Language Models (LLMs) have proven their worth across a diverse spectrum of disciplines. LLMs have shown great potential in Procedural Content Generation (PCG) as well, but directly generating a level through a pre-trained LLM is…
In order to tell stories in different voices for different audiences, interactive story systems require: (1) a semantic representation of story structure, and (2) the ability to automatically generate story and dialogue from this semantic…
Reward design for reinforcement learning agents can be difficult in situations where one not only wants the agent to achieve some effect in the world but where one also cares about how that effect is achieved. For example, we might wish for…