arXiv:2605.01245cs.HCcs.AI2026-05被引 1

用故事原型生成分支游戏,让剧情驱动玩法设计。

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

论文配图:The Garden of Forking Paths: Narrative Arc-Conditioned Gameplay Planning
图 1 · 摘自论文原文
  • 基于故事原型构建分支游戏结构,自动组装关卡节点。
  • 通过弧线约束算法生成符合叙事节奏的迷宫图谱。
  • 适合想做剧情驱动游戏的开发者或研究者。

叙事原型(如英雄之旅、三幕剧结构)是跨文化、跨媒介通用的故事框架,对电子游戏叙事至关重要。然而现有基于大语言模型的方法在程序化生成游戏中未显式利用这些原型。本文提出Forking Garden框架,实现基于叙事弧线的游戏玩法规划,能根据用户提供的故事线生成分支游戏。方法首先生成多样化的独立节点,再通过基于叙事弧线的约束算法将其组装成迷宫图谱,每个节点实现多模态玩法元素对齐。我们开发了一个端到端交互系统来实例化该框架。

原文摘要 · Abstract (English)

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.

游戏生成叙事引擎分支剧情

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