arXiv:2505.03547cs.AI2025-05被引 6

用大模型自动生成可交互的文本游戏,让故事自由展开且实时响应玩家操作。

STORY2GAME: Generating (Almost) Everything in an Interactive Fiction Game

  • 基于故事生成动作逻辑,动态构建游戏状态追踪机制。
  • 玩家可执行未预设的动作,系统实时生成新动作并更新游戏状态。
  • 支持完整故事流程的互动体验,显著提升生成游戏的开放性与可玩性。

我们提出STORY2GAME,一种利用大语言模型自动生成文本类互动小说游戏的新方法。该方法先生成故事,再填充世界设定,并在游戏引擎中构建动作代码,使故事能够交互式演进。与固定动作集可能限制故事生成不同,通过生成动作的前置条件和效果,指导游戏引擎需跟踪和修改的状态,实现更开放的故事生成。我们还引入动态生成新动作的技术,以响应玩家临时提出的非预设操作,必要时对游戏状态表示和已有动作进行实时修正。通过评估玩家能否完整互动体验生成的故事,验证了动作代码生成的成功率。

原文摘要 · Abstract (English)

We introduce STORY2GAME, a novel approach to using Large Language Models to generate text-based interactive fiction games that starts by generating a story, populates the world, and builds the code for actions in a game engine that enables the story to play out interactively. Whereas a given set of hard-coded actions can artificially constrain story generation, the ability to generate actions means the story generation process can be more open-ended but still allow for experiences that are grounded in a game state. The key to successful action generation is to use LLM-generated preconditions and effects of actions in the stories as guides for what aspects of the game state must be tracked and changed by the game engine when a player performs an action. We also introduce a technique for dynamically generating new actions to accommodate the player's desire to perform actions that they think of that are not part of the story. Dynamic action generation may require on-the-fly updates to the game engine's state representation and revision of previously generated actions. We evaluate the success rate of action code generation with respect to whether a player can interactively play through the entire generated story.

交互叙事大模型应用游戏生成动态动作

Thank you to arXiv for use of its open access interoperability. PaperDance 不是 arXiv 官方产品;中文卡片由大模型生成,请以原文为准。