The Garden of Forking Paths: Narrative Arc-Conditioned Gameplay Planning
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arXiv
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| Hauptverfasser: | , , , , , , , |
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| Format: | Preprint |
| Veröffentlicht: |
2026
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| _version_ | 1866913083452030976 |
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| author | Wen, Yunge Huang, Chenliang Zhou, Hangyu Zeng, Zhuo Po, Chun Ming Louis Togelius, Julian Merino, Timothy Earle, Sam |
| author_facet | Wen, Yunge Huang, Chenliang Zhou, Hangyu Zeng, Zhuo Po, Chun Ming Louis Togelius, Julian Merino, Timothy Earle, Sam |
| contents | Narrative archetypes (e.g., Hero's Journey, Three-act structure) provide universal story structures that resonate across cultures and media and are important for video game storytelling, yet existing LLM-based methods lack explicit use of these archetypes in procedurally generated games. We propose Forking Garden, a framework for narrative arc-conditioned gameplay planning that generates branching games from user-provided storylines. Our approach first generates a diverse pool of independent nodes, then assembles them into a dungeon graph via arc-guided constraint algorithms, where each node achieves multimodal alignment of gameplay elements. We develop an end-to-end interactive system that instantiates the framework. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2605_01245 |
| institution | arXiv |
| publishDate | 2026 |
| record_format | arxiv |
| spellingShingle | The Garden of Forking Paths: Narrative Arc-Conditioned Gameplay Planning Wen, Yunge Huang, Chenliang Zhou, Hangyu Zeng, Zhuo Po, Chun Ming Louis Togelius, Julian Merino, Timothy Earle, Sam Human-Computer Interaction Artificial Intelligence Narrative archetypes (e.g., Hero's Journey, Three-act structure) provide universal story structures that resonate across cultures and media and are important for video game storytelling, yet existing LLM-based methods lack explicit use of these archetypes in procedurally generated games. We propose Forking Garden, a framework for narrative arc-conditioned gameplay planning that generates branching games from user-provided storylines. Our approach first generates a diverse pool of independent nodes, then assembles them into a dungeon graph via arc-guided constraint algorithms, where each node achieves multimodal alignment of gameplay elements. We develop an end-to-end interactive system that instantiates the framework. |
| title | The Garden of Forking Paths: Narrative Arc-Conditioned Gameplay Planning |
| topic | Human-Computer Interaction Artificial Intelligence |
| url | https://arxiv.org/abs/2605.01245 |