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PAYADOR: A Minimalist Approach to Grounding Language Models on Structured Data for Interactive Storytelling and Role-playing Games

Góngora, Santiago, Chiruzzo, Luis, Méndez, Gonzalo, Gervás, Pablo

arXiv.org Artificial Intelligence

Every time an Interactive Storytelling (IS) system gets a player input, it is facing the world-update problem. Classical approaches to this problem consist in mapping that input to known preprogrammed actions, what can severely constrain the free will of the player. When the expected experience has a strong focus on improvisation, like in Role-playing Games (RPGs), this problem is critical. In this paper we present P A Y ADOR, a different approach that focuses on predicting the outcomes of the actions instead of representing the actions themselves. To implement this approach, we ground a Large Language Model to a minimal representation of the fictional world, obtaining promising results. We make this contribution open-source, so it can be adapted and used for other related research on unleashing the co-creativity power of RPGs.


Skill Check: Some Considerations on the Evaluation of Gamemastering Models for Role-playing Games

Góngora, Santiago, Chiruzzo, Luis, Méndez, Gonzalo, Gervás, Pablo

arXiv.org Artificial Intelligence

In role-playing games a Game Master (GM) is the player in charge of the game, who must design the challenges the players face and narrate the outcomes of their actions. In this work we discuss some challenges to model GMs from an Interactive Storytelling and Natural Language Processing perspective. Following those challenges we propose three test categories to evaluate such dialogue systems, and we use them to test ChatGPT, Bard and OpenAssistant as out-of-the-box GMs.


Fictional Worlds, Real Connections: Developing Community Storytelling Social Chatbots through LLMs

Sun, Yuqian, Wang, Hanyi, Chan, Pok Man, Tabibi, Morteza, Zhang, Yan, Lu, Huan, Chen, Yuheng, Lee, Chang Hee, Asadipour, Ali

arXiv.org Artificial Intelligence

We address the integration of storytelling and Large Language Models (LLMs) to develop engaging and believable Social Chatbots (SCs) in community settings. Motivated by the potential of fictional characters to enhance social interactions, we introduce Storytelling Social Chatbots (SSCs) and the concept of story engineering to transform fictional game characters into "live" social entities within player communities. Our story engineering process includes three steps: (1) Character and story creation, defining the SC's personality and worldview, (2) Presenting Live Stories to the Community, allowing the SC to recount challenges and seek suggestions, and (3) Communication with community members, enabling interaction between the SC and users. We employed the LLM GPT-3 to drive our SSC prototypes, "David" and "Catherine," and evaluated their performance in an online gaming community, "DE (Alias)," on Discord. Our mixed-method analysis, based on questionnaires (N=15) and interviews (N=8) with community members, reveals that storytelling significantly enhances the engagement and believability of SCs in community settings.


Why Horror Films Are More Popular Than Ever - Issue 95: Escape

Nautilus

Horror films were wildly popular on streaming platforms over the past year, and 2020 saw the horror genre take home its largest share of the box office in modern history.1 In a year where the world was stricken by real horrors, why were many people escaping to worlds full of fictional horrors? As odd as it may sound, the fact that people were more anxious in 2020 may be one reason why horror films were so popular. A look at typical horror fans may provide some clues about the nature of this peculiar phenomenon. For example, horror fans often mention their own anxiety and how horror helps them deal with it.


Westworld: Why a disturbing robot visiting a pub could show the future of androids

The Independent - Tech

A robot enters a bar. A new stunt shows pub goers being stunned to be joined by a uncannily human-looking android, before it breaks a glass. And the team behind it say it offers a hint at the future of exactly the kind of robots that could surround is in the future. The robot, created by Now TV ahead of the beginning of the second season of Westworld, did not engage in any of the vintage hijinks or intense action that the androids in the films get involved with. But it does have something in common with it: going in the pub, and freaking out people who engage with it.


A Phone That Cures Your Flu: Generating Imaginary Gadgets in Fictions with Planning and Analogies

Li, Boyang (Georgia Institute of Technology) | Riedl, Mark O. (Georgia Institute of Technology)

AAAI Conferences

Since early days of Artificial Intelligence (AI), one of the We present a computational approach for creating new goals has been to procedurally simulate the human ability types of magical and science fiction objects by of storytelling. Many story generation systems (Meehan extrapolating and combining existing object types. The 1981; Lebowitz 1985; Turner 1992; Pérez y Pérez and approach described here augments the creativity of planbased Sharples 2001; Cavazza, Charles, and Mead 2002; Riedl story generators such as that by Riedl and Young and Young 2010; Gervás et al. 2005) begin with a (2006). We empower a traditional story planner with the predefined world configuration. Such configurations ability to plan with analogies. We incrementally modify include unchangeable facts about the fictional world such behaviors of known objects based on a consistent set of as what objects exist, how they relate to each other and analogies with backward chaining and combine behaviors what events can happen. With the initial world of multiple objects to create a new behavior. The process configuration, story generators build stories, the execution results in a new gadget that can cause desired changes in of which transform and evolve the world. As most story the fictional world that are impossible or improbable to generators accept the initial world as a given rather than achieve by other means.