Cited by 11Artificial Intelligence in GamesComputer Graphics and Visualization TechniquesDigital Games and Media

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Procedural Generation of Narrative Worlds

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Balint, J. Timothy, Bidarra, Rafael·2023·IEEE Transactions on Games

Abstract

A narrative world typically consists of several interrelated locations that, all together, fully support enacting a given story. For this, each location in a narrative world features all the objects as required there by the narrative, as well as a variety of other objects that plausibly describe or decorate the location. Procedural generation of narrative worlds poses many challenges, including that, First, it cannot lean only on domain knowledge (e.g., patterns of objects commonly found in typical locations), and, second, it involves a temporal dimension, which introduces dynamic fluctuations of objects between locations. In this article, we present a novel approach for the procedural generation of narrative worlds, following two stages: first, anarrative world moldis generated (only once) for a given story; second, the narrative world mold is used to create one (or more) possible narrative worlds for that story. For each story, its narrative world mold integrates spatio-temporal descriptions of its locations with the object semantics and the domain knowledge previously acquired on typical locations. We describe how a narrative world mold can be generated, as well as how it can be fed to existing procedural generation methods, to create a variety of narrative worlds that fit that narrative. We evaluate our own implementation of this approach, performing a number of experiments that illustrate both the expressive power of narrative world molds and their ability to steer the generation of narrative worlds.

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Metadata

Authors
Balint, J. T., & Bidarra, R.
Affiliations
  • Stonehill College (US)
  • Delft University of Technology, Delft, The Netherlands
Venue
IEEE Transactions on Games
Published
2023-06
Volume
15
Issue
2
Pages
262-272
ISSN
  • 2475-1502 (ISSN-L)
  • 2475-1510
OpenAlex
W4312570465
Cited by
11
References
1
Citations by year
2026: 4 · 2025: 2 · 2024: 2 · 2023: 1
FWCI
0.58
Type
journal article
Language
en
Open access
Locations
  • IEEE Transactions on Games (publishedVersion)
  • Research Repository (Delft University of Technology) (submittedVersion)
Funders
  • Virtual E-Coaching and Storytelling Technology for Post-Traumatic Stress Disorder Programme
  • Netherlands Organization for Scientific Research (314-99-104)
Topics
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
  • Physical Sciences › Computer Science › Computer Graphics and Computer-Aided Design › Computer Graphics and Visualization Techniques
  • Social Sciences › Sociology and Political Science › Digital Games and Media
Keywords
procedural content generation, narrative worlds, object semantics, domain knowledge

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CoChat. (2026). Citation check: Procedural Generation of Narrative Worlds. https://app.cochat.ai/papers/10.1109/tg.2022.3216582
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Balint, J. T., & Bidarra, R. (2023). Procedural Generation of Narrative Worlds. IEEE Transactions on Games. https://doi.org/10.1109/tg.2022.3216582