The Garden of Forking Paths: Narrative Arc-Conditioned Gameplay Planning

Fuente: arXiv
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Hauptverfasser: Wen, Yunge, Huang, Chenliang, Zhou, Hangyu, Zeng, Zhuo, Po, Chun Ming Louis, Togelius, Julian, Merino, Timothy, Earle, Sam
Format: Preprint
Veröffentlicht: 2026
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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