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This research addresses the orchestration challenge in whole-game generation by using narrative archetypes as persistent semantic signals to align diverse game facets like encounters and difficulty scaling. The study demonstrates that this approach significantly increases entity diversity while maintaining coherent, interpretable story trajectories across multiple generated paths. It represents a meaningful step toward unified AI systems capable of synthesizing complex, consistent interactive experiences rather than isolated assets.
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The Garden of Forking Paths: Threading Narrative Archetype as a Semantic Signal Through Gameplay Planning

arXiv2 min de cititArticolul și perspectiva sunt în engleză.

arXiv:2605.01245v2 Announce Type: replace-cross Abstract: Generative models can produce individual game facets, but whole-game generation remains an orchestration problem: narrative, level structure, encounters, objectives, rewards, and visuals must express shared intent. We present Forking Garden, a branching game generation system that uses narrative archetype as a persistent semantic signal across the generation pipeline. Narrative progression is represented as soft Rise/Fall states; candidate plot nodes are generated before structural constraints assemble archetype-conforming graphs. The same state then conditions encounter composition, objectives, rewards, and runtime difficulty adaptation, while a shared symbolic schema preserves narrative entities and gameplay configurations through content instantiation. Across 10 storylines, generated paths exhibit distinguishable archetypal trajectories, narrative threat predicts damage taken by a threat-blind combat agent, and generate-first-constrain-later yields 2.6 times the entity diversity of a hierarchical baseline. A 16-participant study further suggests that propagated Rise/Fall distinctions can remain meaningful during play, while also supporting narrative understanding and creator-oriented interpretation.

Abstract:Generative models can produce individual game facets, but whole-game generation remains an orchestration problem: narrative, level structure, encounters, objectives, rewards, and visuals must express shared intent. We present Forking Garden, a branching game generation system that uses narrative archetype as a persistent semantic signal across the generation pipeline. Narrative progression is represented as soft Rise/Fall states; candidate plot nodes are generated before structural constraints assemble archetype-conforming graphs. The same state then conditions encounter composition, objectives, rewards, and runtime difficulty adaptation, while a shared symbolic schema preserves narrative entities and gameplay configurations through content instantiation. Across 10 storylines, generated paths exhibit distinguishable archetypal trajectories, narrative threat predicts damage taken by a threat-blind combat agent, and generate-first-constrain-later yields 2.6 times the entity diversity of a hierarchical baseline. A 16-participant study further suggests that propagated Rise/Fall distinctions can remain meaningful during play, while also supporting narrative understanding and creator-oriented interpretation.

Human-Computer Interaction (cs.HC); Artificial Intelligence (cs.AI)

arXiv:2605.01245 [cs.HC]

(or arXiv:2605.01245v2 [cs.HC] for this version)

https://doi.org/10.48550/arXiv.2605.01245 Focus to learn more arXiv-issued DOI via DataCite

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