Cited by 17Artificial Intelligence in GamesTopic ModelingGenerative Adversarial Networks and Image Synthesis

Plug-and-Blend: A Framework for Plug-and-Play Controllable Story Generation with Sketches

Open access
Lin, Zhiyu, Riedl, Mark O.·2021·Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

Abstract

Large pre-trained neural language models (LM) have very powerful text generation capabilities. However, in practice, they are hard to control for creative purposes. We describe a Plug-and-Play controllable language generation framework, Plug-and-Blend, that allows a human user to input multiple control codes (topics). In the context of automated story generation, this allows a human user loose or fine-grained control of the topics and transitions between them that will appear in the generated story, and can even allow for overlapping, blended topics. Automated evaluations show our framework, working with different generative LMs, controls the generation towards given continuous-weighted control codes while keeping the generated sentences fluent, demonstrating strong blending capability. A human participant evaluation shows that the generated stories are observably transitioning between two topics.

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Crossref · 10.1609/aiide.v17i1.18891

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21 of 21 references verified0 citation errors · 0 not checkable

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  • Early research on procedural narrative generation primarily focused on creating coherent sequences of events; however, this alone may fail to produce an engaging narrative that responds dynamically to the player.

    “Early research on procedural narrative generation primarily focused on creating coherent sequences of events; however, this alone may fail to produce an engaging narrative that responds dynamically to the player (Lin and Riedl 2021).”

    From PANGeA: Procedural Artificial Narrative Using Generative AI for Turn-Based, Role-Playing Video Games (2024) · cites this paper as Lin and Riedl 2021

    The Control Model section says earlier procedural story-generation work attempted to produce stories with constrained plots and entities. The Introduction also says prompt-only neural generation is difficult to control in iterative co-creative work. Neither passage establishes that early work primarily focused on coherent event sequences or that such sequences fail to engage players or respond dynamically to them; the paper discusses creator control, not player responsiveness. The indexed passages provide no page numbers. (LLM, conf=0.82)

    Experimental — accuracy not yet measured
  • Ingesting free-form text for a video game poses challenges, as it can prompt the LLM to generate content beyond the intended narrative scope.

    “Ingesting free-form text for a video game poses challenges, however, as it can prompt the LLM to generate content beyond the intended narrative scope.”

    From PANGeA: Procedural Artificial Narrative Using Generative AI for Turn-Based, Role-Playing Video Games (2024) · cites this paper as Lin and Riedl 2021

    The Introduction says language models are difficult to control beyond a prompt and that game-story creation requires guidance by context and topic constraints. The Preliminaries likewise describe prompt-based continuations as uncontrolled. These passages support the concern about generation straying from an intended story, but the paper does not specifically discuss ingesting free-form text for a video game. (LLM, conf=0.81)

    Experimental — accuracy not yet measured

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Research works printed but not linked: 1

  1. Brown, T. B.; Mann, B.; Ryder, N.; Subbiah, M.; Kaplan, J.; Dhariwal, P.; Neelakantan, A.; Shyam, P.; Sastry, G.; Askell, A.; Agarwal, S.; Herbert-Voss, A.; Krueger, G.; Henighan, T.; Child, R.; Ramesh, A.; Ziegler, D. M.; Wu, J.; Winter, C.; Hesse, C.; Chen, M.; Sigler, E.; Litwin, M.; Gray, S.; Chess, B.; Clark, J.; Berner, C.; McCandlish, S.; Radford, A.; Sutskever, I.; and Amodei, D. 2020. Language Mod- els are Few-Shot Learners URL https://arxiv.org/abs/2005.

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Authors
Lin, Z., & Riedl, M. O.
Affiliations
Georgia Institute of Technology (US)
Venue
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Published
2021-10-04
Volume
17
Issue
1
Pages
58-65
ISSN
  • 2326-909X (ISSN-L)
  • 2334-0924
OpenAlex
W3212560870
Cited by
16
References
21
Citations by year
2025: 1 · 2024: 5 · 2023: 6 · 2022: 4
FWCI
1.73
Type
conference paper
Language
en
Open access
Locations
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (publishedVersion)
Topics
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
  • Physical Sciences › Computer Science › Artificial Intelligence › Topic Modeling
  • Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Generative Adversarial Networks and Image Synthesis
Keywords
controllable text generation, story generation, topic shift, control codes, neural language models, automated story generation

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