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

Authors: Eric Zhou, Shreyas Basavatia, Moontashir Siam, Zexin Chen, Mark O. Riedl

License: CC BY 4.0

Results of the summarizing process for the arXiv paper: 2505.03547v1

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Our research introduces STORY2GAME, a groundbreaking approach that leverages Large Language Models to generate text-based interactive fiction games. This innovative method begins by crafting a narrative and constructing the game world, followed by coding actions in a game engine to enable interactive storytelling. Unlike traditional approaches that rely on predetermined actions, our method allows for more open-ended story generation while ensuring experiences remain rooted in the game state. We delve into the success rates of action code generation and highlight the percentage of successful actions and the number of stories where all actions were executed seamlessly. Our findings show that most sentences compile successfully, with occasional challenges arising from object misidentification by the LLM. This issue typically occurs when objects are described with varying adjectives, leading to ambiguity in their identification within the game state. Furthermore, we explore dynamic action generation and evaluate the completeness and coherence of newly generated actions. By prompting the LLM to provide verbs for items and characters in a story, we ensure that these verbs are unique and enhance player interactions within the game. Our analysis reveals that new items are commonly used as preconditions for actions due to their integral role in gameplay mechanics. Additionally, we examine how different types of preconditions—such as creating new objects or attributes—impact action generation for characters and items in a story. We observe varying trends in precondition selection based on the nature of interactions with characters versus objects, shedding light on how novel actions can be executed within the game environment. Overall, our research showcases the potential of using Large Language Models for generating interactive fiction games with dynamic action capabilities. By refining our approach to address challenges like object misidentification and optimizing precondition selection for diverse gameplay scenarios, we aim to enhance player engagement and create immersive story-driven gaming experiences.
AI-generated keywords: Interactive fiction games Large Language Models Dynamic action generation Game state Player engagement

AI-generated Key Points

  • Introduction of STORY2GAME: a new approach using Large Language Models for text-based interactive fiction games
  • Process involves crafting narrative, constructing game world, and coding actions in a game engine for interactive storytelling
  • Emphasis on open-ended story generation while maintaining connection to game state
  • Success rates of action code generation analyzed, focusing on successful actions and seamless execution in stories
  • Challenges with object misidentification by LLM due to varying adjectives used for objects in descriptions
  • Exploration of dynamic action generation by prompting LLM to provide unique verbs for items and characters
  • New items commonly used as preconditions for actions to enhance player interactions within the game
  • Examination of how different types of preconditions impact action generation for characters and items, highlighting trends based on interaction nature
  • Potential of Large Language Models in creating immersive story-driven gaming experiences with dynamic action capabilities
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Abstract: 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.

Submitted to arXiv on 06 May. 2025

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