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The rise of Large Language Models (LLMs) has enabled a new paradigm for bridging authorial intent and player agency in interactive narrative. We consider this paradigm through the example of Dramamancer, a system that uses an LLM to…
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…
Automated plot generation is the challenge of generating a sequence of events that will be perceived by readers as the plot of a coherent story. Traditional symbolic planners plan a story from a goal state and guarantee logical causal plot…
Imaginative play is an area of creativity that could allow robots to engage with the world around them in a much more personified way. Imaginary play can be seen as taking real objects and locations and using them as imaginary objects and…
Drama is a form of storytelling inspired by human creativity, proceeding with a predefined storyline, carrying emotions and thoughts. This paper introduces \emph{LLM-based interactive drama}, which endows traditional drama with an…
Automated story generation has been one of the long-standing challenges in NLP. Among all dimensions of stories, suspense is very common in human-written stories but relatively under-explored in AI-generated stories. While recent advances…
To enhance the quality of generated stories, recent story generation models have been investigating the utilization of higher-level attributes like plots or commonsense knowledge. The application of prompt-based learning with large language…
A hallmark of human intelligence is the ability to understand and communicate with language. Interactive Fiction games are fully text-based simulation environments where a player issues text commands to effect change in the environment and…
Stories or narratives are comprised of a sequence of events. To compose interesting stories, professional writers often leverage a creative writing technique called flashback that inserts past events into current storylines as we commonly…
Recently, various methods have been proposed to create open-domain conversational agents with Large Language Models (LLMs). These models are able to answer user queries, but in a one-way Q&A format rather than a true conversation.…
Language-modeling--based approaches to story plot generation attempt to construct a plot by sampling from a language model (LM) to predict the next character, word, or sentence to add to the story. LM techniques lack the ability to receive…
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…
Deep generative models have the potential to fundamentally change the way we create high-fidelity digital content but are often hard to control. Prompting a generative model is a promising recent development that in principle enables…
In this paper, we present Drama Llama, an LLM-powered storylets framework that supports the authoring of responsive, open-ended interactive stories. DL combines the structural benefits of storylet-based systems with the generative…
Storytelling plays a central role in human socializing and entertainment. However, much of the research on automatic storytelling generation assumes that stories will be generated by an agent without any human interaction. In this paper, we…
We explore how interaction with large language models (LLMs) can give rise to emergent behaviors, empowering players to participate in the evolution of game narratives. Our testbed is a text-adventure game in which players attempt to solve…
In this article, we present a new machine learning model by imitation based on the linguistic description of complex phenomena. The idea consists of, first, capturing the behaviour of human players by creating a computational perception…
An anticipatory system for guiding plot development in interactive narratives is described. The executable model is a finite automaton that provides the implemented system with a look-ahead. The identification of undesirable future states…
Time is a crucial factor in modelling dynamic behaviours of intelligent agents: activities have a determined temporal duration in a real-world environment, and previous actions influence agents' behaviour. In this paper, we propose a…
Very little has been explored about the narrative as a process when constructing entertainment for interactive media. Simultaneously, the interest in narrative vehicles increases while certain occupations, seeing the narrative as a…