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  • https://doi.org/10.1609/aiide.v19i1.27504Copy DOI Icon

SceneCraft: Automating Interactive Narrative Scene Generation in Digital Games with Large Language Models

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Abstract

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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