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Node-Based Editing for Multimodal Generation of Text, Audio, Image, and Video

Kyaw, Alexander Htet, Sivalingam, Lenin Ravindranath

arXiv.org Artificial Intelligence

We present a node-based storytelling system for multimodal content generation. The system represents stories as graphs of nodes that can be expanded, edited, and iteratively refined through direct user edits and natural-language prompts. Each node can integrate text, images, audio, and video, allowing creators to compose multimodal narratives. A task selection agent routes between specialized generative tasks that handle story generation, node structure reasoning, node diagram formatting, and context generation. The interface supports targeted editing of individual nodes, automatic branching for parallel storylines, and node-based iterative refinement. Our results demonstrate that node-based editing supports control over narrative structure and iterative generation of text, images, audio, and video. We report quantitative outcomes on automatic story outline generation and qualitative observations of editing workflows. Finally, we discuss current limitations such as scalability to longer narratives and consistency across multiple nodes, and outline future work toward human-in-the-loop and user-centered creative AI tools.


All Stories Are One Story: Emotional Arc Guided Procedural Game Level Generation

Wen, Yunge, Huang, Chenliang, Zhou, Hangyu, Zeng, Zhuo, Po, Chun Ming Louis, Togelius, Julian, Merino, Timothy, Earle, Sam

arXiv.org Artificial Intelligence

The emotional arc is a universal narrative structure underlying stories across cultures and media -- an idea central to structuralist narratology, often encapsulated in the phrase "all stories are one story." We present a framework for procedural game narrative generation that incorporates emotional arcs as a structural backbone for both story progression and gameplay dynamics. Leveraging established narratological theories and large-scale empirical analyses, we focus on two core emotional patterns -- Rise and Fall -- to guide the generation of branching story graphs. Each story node is automatically populated with characters, items, and gameplay-relevant attributes (e.g., health, attack), with difficulty adjusted according to the emotional trajectory. Implemented in a prototype action role-playing game (ARPG), our system demonstrates how emotional arcs can be operationalized using large language models (LLMs) and adaptive entity generation. Evaluation through player ratings, interviews, and sentiment analysis shows that emotional arc integration significantly enhances engagement, narrative coherence, and emotional impact. These results highlight the potential of emotionally structured procedural generation for advancing interactive storytelling for games.


CogNarr Ecosystem: Facilitating Group Cognition at Scale

Boik, John C.

arXiv.org Artificial Intelligence

Human groups of all sizes and kinds engage in deliberation, problem solving, strategizing, decision making, and more generally, cognition. Some groups are large, and that setting presents unique challenges. The small-group setting often involves face-to-face dialogue, but group cognition in the large-group setting typically requires some form of online interaction. New approaches are needed to facilitate the kind of rich communication and information processing that are required for effective, functional cognition in the online setting, especially for groups characterized by thousands to millions of participants who wish to share potentially complex, nuanced, and dynamic perspectives. This concept paper proposes the CogNarr (Cognitive Narrative) ecosystem, which is designed to facilitate functional cognition in the large-group setting. The paper's contribution is a novel vision as to how recent developments in cognitive science, artificial intelligence, natural language processing, and related fields might be scaled and applied to large-group cognition, using an approach that itself promotes further scientific advancement. A key perspective is to view a group as an organism that uses some form of cognitive architecture to sense the world, process information, remember, learn, predict, make decisions, and adapt to changing conditions. The CogNarr ecosystem is designed to serve as a component within that architecture.


SCO-VIST: Social Interaction Commonsense Knowledge-based Visual Storytelling

Wang, Eileen, Han, Soyeon Caren, Poon, Josiah

arXiv.org Artificial Intelligence

Visual storytelling aims to automatically generate a coherent story based on a given image sequence. Unlike tasks like image captioning, visual stories should contain factual descriptions, worldviews, and human social commonsense to put disjointed elements together to form a coherent and engaging human-writeable story. However, most models mainly focus on applying factual information and using taxonomic/lexical external knowledge when attempting to create stories. This paper introduces SCO-VIST, a framework representing the image sequence as a graph with objects and relations that includes human action motivation and its social interaction commonsense knowledge. SCO-VIST then takes this graph representing plot points and creates bridges between plot points with semantic and occurrence-based edge weights. This weighted story graph produces the storyline in a sequence of events using Floyd-Warshall's algorithm. Our proposed framework produces stories superior across multiple metrics in terms of visual grounding, coherence, diversity, and humanness, per both automatic and human evaluations.


Towards Automatically Extracting Story Graphs from Natural Language Stories

Valls-Vargas, Josep (Drexel University) | Zhu, Jichen (Drexel University) | Ontañón, Santiago (Drexel University)

AAAI Conferences

This paper presents an approach to automatically extracting and representing narrative information from stories written in natural language. Specifically, we present our results in extracting story graphs, a formalism that captures the entities (e.g., characters, props, locations) and their interactions in a story. The long-term goal of this research is to automatically extract this narrative information in order to use it in computational narrative systems such as story generators or interactive fiction systems. Our approach combines narrative domain knowledge and off-the-shelf natural language processing (NLP) tools into a machine learning framework to build story graphs by automatically identifying entities, actions, and narrative roles. We report the performance of our fully automated system in a corpus of 21 stories and provide examples of the extracted story graphs and their uses in computational narrative systems.


Optimizing Players’ Expected Enjoyment in Interactive Stories

Yu, Hong (Georgia Institute of Technology) | Riedl, Mark O. (Georgia Institute of Technology)

AAAI Conferences

In interactive storytelling systems and other story-based computer games, a drama manager is a background agent that aims to bring about an enjoyable and coherent experience for the players. In this paper, we present a personalized drama manager that increases a player's expected enjoyment without removing player agency. Our personalized drama manager models a player's preference using data-driven techniques, predicts the probability the player transitioning to different story experiences, selects an objective experience that can maximize the player's expected enjoyment, and guides the player to the selected story experience. Human study results show that our drama manager can significantly increase players' enjoyment ratings in an interactive storytelling testbed, compared to drama managers in previous research.


Suggesting New Plot Elements for an Interactive Story

Giannatos, Spyridon (IT University of Copenhagen) | Nelson, Mark J. (IT University of Copenhagen) | Cheong, Yun-Gyung (IT University of Copenhagen) | Yannakakis, Georgios N. (IT University of Copenhagen)

AAAI Conferences

We present a system that uses evolutionary optimization to suggest new story-world events that, if added to an existing interactive story, would most improve the average interactive experience, according to author-supplied criteria. In doing so, we aim to apply some of the ideas from drama-managed storytelling, such as authorial aesthetic control, in an unguided setting more akin to emergent storytelling: rather than guiding or directing a player towards an experience in line with an author's aesthetic goals, the storyworld is augmented with new content in a way that will tend to align with an author's goals, even if the player is not guided. In this paper, we present an offline system, and demonstrate its robustness to a number of variations in authorial criteria and player-model assumptions. This is intended to lay the groundwork for a future system that would generate new content online, allowing for interactive stories larger than those explicitly written by the author.


Minstrel Remixed: Procedurally Generating Stories

Tearse, Brandon Robert (University of California at Santa Cruz) | Wardrip-Fruin, Noah (University of California at Santa Cruz) | Mateas, Michael (University of California at Santa Cruz)

AAAI Conferences

The first major story generation system, which preceded Minstrel and which While ongoing progress in digital entertainment also received significant attention, is Tale-Spin (Meehan technology continues, commercial designers still largely 1977). Like Minstrel, this system generates stories which eschew systems for procedural story generation, preferring satisfy user-submitted requirements. Tale-Spin creates instead to generate content by hand. In the academic English stories by planning a method for the main literature, projects such as (Appling & Riedl 2009, Roberts character to achieve her or his goal, using inferences and & Isbell 2009) continue to investigate ways to improve the rules to generate a large number of details about a story nuances of interactive storytelling while others attempt to (many of which do little contribute to an audience create their own systems to investigate ways to use experience). This contrasts nicely with Minstrel, which knowledge from interactive narrative and story generation performs no logical inferences and which performs all in new fields such as playable games (Drachen & Hitchens actions from the point of view of an author, manipulating et al. 2009, Sullivan, Mateas & Wardrip-Fruin 2009).