story world
Assessing Language Models' Worldview for Fiction Generation
Khatun, Aisha, Brown, Daniel G.
The use of Large Language Models (LLMs) has become ubiquitous, with abundant applications in computational creativity. One such application is fictional story generation. Fiction is a narrative that occurs in a story world that is slightly different than ours. With LLMs becoming writing partners, we question how suitable they are to generate fiction. This study investigates the ability of LLMs to maintain a state of world essential to generate fiction. Through a series of questions to nine LLMs, we find that only two models exhibit consistent worldview, while the rest are self-conflicting. Subsequent analysis of stories generated by four models revealed a strikingly uniform narrative pattern. This uniformity across models further suggests a lack of `state' necessary for fiction. We highlight the limitations of current LLMs in fiction writing and advocate for future research to test and create story worlds for LLMs to reside in. All code, dataset, and the generated responses can be found in https://github.com/tanny411/llm-reliability-and-consistency-evaluation.
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Patchview: LLM-Powered Worldbuilding with Generative Dust and Magnet Visualization
Chung, John Joon Young, Kreminski, Max
Large language models (LLMs) can help writers build story worlds by generating world elements, such as factions, characters, and locations. However, making sense of many generated elements can be overwhelming. Moreover, if the user wants to precisely control aspects of generated elements that are difficult to specify verbally, prompting alone may be insufficient. We introduce Patchview, a customizable LLM-powered system that visually aids worldbuilding by allowing users to interact with story concepts and elements through the physical metaphor of magnets and dust. Elements in Patchview are visually dragged closer to concepts with high relevance, facilitating sensemaking. The user can also steer the generation with verbally elusive concepts by indicating the desired position of the element between concepts. When the user disagrees with the LLM's visualization and generation, they can correct those by repositioning the element. These corrections can be used to align the LLM's future behaviors to the user's perception. With a user study, we show that Patchview supports the sensemaking of world elements and steering of element generation, facilitating exploration during the worldbuilding process. Patchview provides insights on how customizable visual representation can help sensemake, steer, and align generative AI model behaviors with the user's intentions.
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Martens
Linear logic programming languages have been identified in prior work as viable for specifying stories and analyzing their causal structure. We investigate the use of such a language for specifying story worlds, or settings where generalized narrative actions have uniform effects (not specific to a particular set of characters or setting elements), which may create emergent behavior through feedback loops. We show a sizable example of a story world specified in the language Celf and discuss its interpretation as a story-generating program, a simulation, and an interactive narrative. Further, we show that the causal analysis tools available by virtue of using a proof-theoretic language for specification can assist the author in reasoning about the structure and consequences of emergent stories.
Towards a Formal Model of Narratives
Castricato, Louis, Biderman, Stella, Cardona-Rivera, Rogelio E., Thue, David
In this paper, we propose the beginnings of a formal framework for modeling narrative \textit{qua} narrative. Our framework affords the ability to discuss key qualities of stories and their communication, including the flow of information from a Narrator to a Reader, the evolution of a Reader's story model over time, and Reader uncertainty. We demonstrate its applicability to computational narratology by giving explicit algorithms for measuring the accuracy with which information was conveyed to the Reader and two novel measurements of story coherence.
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"Computers are not as smart as you think they are": The struggle of teaching AI to tell stories
Dr Lara Martin wants to teach artificial intelligence how to tell a tale and tell it well. Lara is a Computing Innovation Fellow postdoctoral researcher at the University of Pennsylvania, where she teaches AI to generate stories and produce language that is natural and human-like. She reveals why we need to train machines how to be storytellers and what Dungeons & Dragons has to do with it all. People have been telling stories since before we could write; we're natural storytellers. So if machines were able to tell and understand stories as well, we'd be able to communicate with them more naturally.
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Hello, Narratives: Character Development in Automated Narrative Generation
Alvarez, Matthew (University of Central Florida) | Amaya, Rebeca E. (University of Central Florida) | Benko, Kyle A. (University of Central Florida) | Martin, Jordan T. (University of Central Florida) | Knauf, Rainer (Tecnische Universitate Ilmenau) | Jantke, Klaus P. (Adicom Group) | Gonzalez, Avelino J. (University of Central Florida)
Development of interesting and complex characters is the most important element of a narrative. Presented in this work is fAIble II, an automated narrative generation system that focuses on character development. fAIble II leverages a graph database, containerized modules, knowledge templates, and language structuring to produce diverse and coherent stories. Story progression is driven by character perception, emotion, personality, and interaction with the story world. The resultant system has been tested via anonymous questionnaire. Responses suggest its ability to create diverse, sensible narratives using character development.
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Towards an Accessible Interface for Story World Building
Poulakos, Steven (Disney Research Zurich) | Kapadia, Mubbasir (Rutgers University) | Schüpfer, Andrea (ETH Zurich) | Zünd, Fabio (ETH Zurich) | Sumner, Robert W. (Disney Research Zurich and ETH Zurich) | Gross, Markus (Disney Research Zurich and ETH Zurich)
In order to use computational intelligence for automated narrative synthesis, domain knowledge of the story world must be defined, a task which is currently confined to experts. This paper discusses the benefits and tradeoffs between agent-centric and event-centric approaches towards authoring the domain knowledge of story worlds. In an effort to democratize story world creation, we present an accessible graphical platform for content creators and even end users to create their own story worlds, populate it with smart characters and objects, and define narrative events that can be used by existing tools for automated narrative synthesis. We demonstrate the potential of our system by authoring a simple bank robbery story world, and integrate it with existing solutions for event-centric planning to synthesize example digital stories.
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Generative Story Worlds as Linear Logic Programs
Martens, Chris (Carnegie Mellon University) | Ferreira, João F. (Teesside University) | Bosser, Anne-Gwenn (ENI Brest) | Cavazza, Marc (Teesside University)
Linear logic programming languages have been identified in prior work as viable for specifying stories and analyzing their causal structure. We investigate the use of such a language for specifying story worlds, or settings where generalized narrative actions have uniform effects (not specific to a particular set of characters or setting elements), which may create emergent behavior through feedback loops. We show a sizable example of a story world specified in the language Celf and discuss its interpretation as a story-generating program, a simulation, and an interactive narrative. Further, we show that the causal analysis tools available by virtue of using a proof-theoretic language for specification can assist the author in reasoning about the structure and consequences of emergent stories.
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Toward Recombinant Dialogue in Interactive Narrative
Ryan, James (University of California, Santa Cruz) | Walker, Marilyn A. (University of California, Santa Cruz) | Wardrip-Fruin, Noah (University of California, Santa Cruz)
Prom Week is a social-simulation videogame driven by the artificial intelligence engine Comme il Faut (CiF). In each level of the game, the player selects social interactions between characters in an effort to achieve socially oriented goals. These social interactions are enacted with hand-authored natural-language dialogue exchanges, called instantiations, which also serve to render the underlying social considerations propelling the narrative at hand. While CiF's merit is in its capacity to richly model a social space, constraints rooted in authorial burden hinder Prom Week's ability to fully render CiF's rich social representations. What is needed is more instantiations, specifically instantiations that can render uncommon or complex game states with greater fidelity. We propose a technique to procedurally generate new, felicitous instantiations by recombination of dialogue segments from existing instantiations that are annotated, using the story-encoding tool Scheherazade, for their transmissions about the story world and their various dependencies.