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

Vikram Kumaran, Jonathan Rowe, Bradford Mott, James Lester
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引用次数: 2

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.
SceneCraft:在大型语言模型的数字游戏中自动生成交互式叙事场景
对于以叙述为中心的游戏来说,创造基于故事的互动体验是一项巨大的挑战。预训练大型语言模型(llm)的最新进展有可能彻底改变以故事为中心的游戏的程序内容生成。从历史上看,交互式叙事生成在故事情节中指定了关键事件,通常使用基于计划的方法来实现叙事一致性并维持故事弧线。然而,手工创作通常用于在非玩家角色(NPC)互动中创造细节和多样性,以指定和实例化情节事件。本文提出了SCENECRAFT,这是一个叙事场景生成框架,可以自动执行NPC互动,这对展开情节事件至关重要。SCENECRAFT解释关于场景目标、NPC特征、位置和叙事变化的自然语言指令。然后,它使用大型语言模型来生成符合作者意图的游戏场景。它会生成分支对话路径,以适应玩家的选择,同时坚持作者的交互目标。llm生成交互脚本,从语义上提取角色情感和手势以与脚本保持一致,并将对话转换为游戏脚本语言。生成的脚本可以利用现有的以故事为中心的游戏框架来玩。通过使用自动化和人工评估的经验评估,我们展示了SCENECRAFT在创造基于创造力、适应性和与预期作者指示一致的叙述经验方面的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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