Character-Centered Dialogue Generation from Scene-Level Prompts
Open accessAbstract
Recent advances in scene-based video generation enable coherent visual narratives from structured prompts, yet a key aspect of storytelling -- character-driven dialogue and speech -- remains underexplored. We present a modular pipeline that transforms action-level prompts into visually and auditorily grounded dialogue, enriching scene-based storytelling with natural voice and character expression. Our method takes a pair of prompts per scene, defining the setting and character behavior. While a story generation model such as Text2Story produces the visual scene, we focus on generating expressive, character-consistent utterances grounded in both the prompts and a representative scene image. A pretrained vision-language encoder extracts high-level visual semantics, which are combined with structured prompts to guide a large language model for dialogue synthesis. To maintain contextual and emotional consistency across scenes, we introduce a Recursive Narrative Bank, a speaker-aware, temporally structured memory that accumulates each character's dialogue history. Inspired by Script Theory, this design enables dialogue that reflects evolving goals, social context, and narrative roles. Finally, we render each utterance as expressive, character-conditioned speech, producing fully voiced, multimodal video narratives. Our training-free framework generalizes across diverse story settings, providing a scalable solution for coherent, character-grounded audiovisual storytelling.
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When integrated into real game production pipelines, LLM-based approaches face persistent challenges: freeform outputs often violate structural constraints, produce inconsistent world knowledge or personas, and fail to satisfy engine-level parsing and execution requirements.
“However, when integrated into real game production pipelines, LLM-based approaches face persistent challenges; freeform outputs often violate structural constraints, produce inconsistent world knowledge or personas, and fail to satisfy engine-level parsing and execution requirements.”
From Game Knowledge Management System: Schema-Governed LLM Pipeline for Executable Narrative Generation in RPGs (2026) · cites this paper as [7]
The Detailed Ablation Study (p. 11) reports that removing the Recursive Narrative Bank reduces dialogue continuity, supporting the concern about character consistency. The paper studies scene-based audiovisual storytelling, not real game production pipelines; our copy does not support the claims about freeform output violating structural constraints, inconsistent world knowledge, or engine-level parsing and execution failures. (LLM, conf=0.78)
Experimental — accuracy not yet measuredMost LLM-for-game systems lack reproducible mechanisms for engine-level validation and deployment and are primarily evaluated through text-level analysis or subjective judgment rather than verified runtime execution.
“Consequently, most LLM-for-game systems lack reproducible mechanisms for engine-level validation and deployment and are primarily evaluated through text-level analysis or subjective judgment rather than verified runtime execution [5-7].”
From Game Knowledge Management System: Schema-Governed LLM Pipeline for Executable Narrative Generation in RPGs (2026) · cites this paper as [7]
The Quantitative Evaluation (p. 4) and Users Evaluation (p. 5) describe automated metrics and participant judgments for this paper’s multimodal storytelling system. They do not address LLM-for-game systems as a group or whether those systems lack reproducible engine-level validation, deployment, and verified runtime execution. Searches for game-engine validation and runtime evaluation found no passage establishing the attributed claim. (LLM, conf=0.76)
Experimental — accuracy not yet measured
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Research works printed but not linked: 17
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Cited by
Sorted by citations
Text-Conditioned Background Generation for Editable Multi-layer Documents
Kang, T., Joseph, K. J., Tensmeyer, C., Kil, J., Zhu, W., Lin, M. C., & Morariu, V. I. (2026) · Lecture notes in computer science · doi:10.1007/978-3-032-37255-0_7
Self-citation
- Authors
- Kang, T., & Lin, M. C.
- Affiliations
- University of Maryland, College Park (US)
- Venue
- 2026 IEEE International Conference on Image Processing (ICIP)
- Publisher
- IEEE
- Published
- 2026-09
- Pages
- 1-6
- ISSN
- 1522-4880 (ISSN-L)
- OpenAlex
- W6979264393
- Cited by
- 0
- References
- 0
- FWCI
- 0.00
- Type
- conference paper
- Language
- en
- Open access
- green
- arxiv.org
- Licence
- Locations
- Proceedings - International Conference on Image Processing (publishedVersion)
- arXiv (Cornell University) (submittedVersion)
- arXiv (Cornell University)
- Funders
- University of Maryland
- Topics
- Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Multimodal Machine Learning Applications
- Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Generative Adversarial Networks and Image Synthesis
- Physical Sciences › Computer Science › Artificial Intelligence › Speech and dialogue systems
- Keywords
- dialogue generation, audiovisual narrative, speech synthesis, character expression, large language models, script theory
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