Cited by 78Artificial Intelligence in GamesDigital Games and MediaNarrative Theory and Analysis

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

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Kumaran, Vikram, Rowe, Jonathan, Mott, Bradford, Lester, James·2023·Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

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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  • Large language models (LLMs) offer unprecedented flexibility in procedural generation, enabling the creation of dynamic video game storylines that can evolve with user input.

    “Large language models (LLMs) offer unprecedented flexibility in procedural generation, enabling the creation of dynamic video game storylines that evolve with user input.”

    From PANGeA: Procedural Artificial Narrative Using Generative AI for Turn-Based, Role-Playing Video Games (2024) · cites this paper as Kumaran et al. 2023

    The Abstract says SceneCraft uses LLMs to generate branching conversations that adapt to player choices, supporting the claim about responsive game content. But the Limitations section says the framework automates individual scenes, not the higher-level plot; the broader claim that it generates evolving game storylines goes beyond what the paper demonstrates. (LLM, conf=0.86)

    Experimental — accuracy not yet measured
  • The validation system addresses the challenge of processing free-form text input and maintaining narrative coherence.

    “PANGeA's novel validation system is a key feature supporting these features, as it addresses the challenges behind processing free-form text input and maintaining narrative coherence (Kumaran et al. 2023; Garavaglia et al. 2022; Park et al. 2023).”

    From PANGeA: Procedural Artificial Narrative Using Generative AI for Turn-Based, Role-Playing Video Games (2024) · cites this paper as Kumaran et al. 2023

    The Related Work section describes maintaining narrative coherence as a challenge in interactive storytelling. But the SCENECRAFT Implementation section describes author prompts, not PANGeA’s validation system; the passages do not support the claim that such a system processes free-form text input or maintains coherence. Page numbers are unavailable in our copy. (LLM, conf=0.77)

    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 Kumaran et al. 2023

    The Interactive Dialogue Generator section describes using authors’ natural-language story prompts, and Alignment with Author Intent reports that generated scripts generally matched those prompts. I searched for discussion of free-form input causing out-of-scope or unwanted content, but found no passage in our copy addressing that risk. (LLM, conf=0.69)

    Experimental — accuracy not yet measured

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Authors
Kumaran, V., Rowe, J., Mott, B., & Lester, J.
Affiliations
North Carolina State University (US)
Venue
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Published
2023-10-06
Volume
19
Issue
1
Pages
86-96
ISSN
  • 2326-909X (ISSN-L)
  • 2334-0924
OpenAlex
W4387394725
Cited by
78
References
37
Citations by year
2026: 28 · 2025: 32 · 2024: 15 · 2023: 3
FWCI
13.85
Type
conference paper
Language
en
Open access
Locations
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (publishedVersion)
Funders
National Science Foundation (2112635)
Topics
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Arts and Humanities › Literature and Literary Theory › Narrative Theory and Analysis
Keywords
large language models, procedural content generation, player choice, natural language instructions, game scripting, authorial intention

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