# Bringing Stories Alive: Generating Interactive Fiction Worlds

arXiv: https://arxiv.org/abs/2001.10161 · HTML: https://mlsanity.com/paper/2001.10161/

## Key facts

- Cited by 28 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 28 Jan 2020.

## Built on by (most cited first, 28 of 28)

- [Of Human Criteria and Automatic Metrics: A Benchmark of the Evaluation of Story Generation](https://mlsanity.com/paper/2208.11646/) (2022)
- [Inferring the Reader: Guiding Automated Story Generation with Commonsense Reasoning](https://mlsanity.com/paper/2105.01311/) (2021)
- [CALYPSO: LLMs as Dungeon Masters' Assistants](https://mlsanity.com/paper/2308.07540/) (2023)
- [Open-world Story Generation with Structured Knowledge Enhancement: A Comprehensive Survey](https://mlsanity.com/paper/2212.04634/) (2022)
- [Procedural Content Generation in Games: A Survey with Insights on Emerging LLM Integration](https://mlsanity.com/paper/2410.15644/) (2024)
- [A Systematic Survey of Text Worlds as Embodied Natural Language Environments](https://mlsanity.com/paper/2107.04132/) (2021)
- [What Makes a Good Story and How Can We Measure It? A Comprehensive Survey of Story Evaluation](https://mlsanity.com/paper/2408.14622/) (2024)
- [Games for Artificial Intelligence Research: A Review and Perspectives](https://mlsanity.com/paper/2304.13269/) (2023)
- [Unbounded: A Generative Infinite Game of Character Life Simulation](https://mlsanity.com/paper/2410.18975/) (2024)
- [Guiding Neural Story Generation with Reader Models](https://mlsanity.com/paper/2112.08596/) (2021)
- [Modeling Worlds in Text](https://mlsanity.com/paper/2106.09578/) (2021)
- [GPT for Games: A Scoping Review (2020-2023)](https://mlsanity.com/paper/2404.17794/) (2024)
- [GPT for Games: An Updated Scoping Review (2020-2024)](https://mlsanity.com/paper/2411.00308/) (2024)
- [Situated Dialogue Learning through Procedural Environment Generation](https://mlsanity.com/paper/2110.03262/) (2021)
- [Creative Wand: A System to Study Effects of Communications in Co-Creative Settings](https://mlsanity.com/paper/2208.02886/) (2022)
- [Dialogue Shaping: Empowering Agents through NPC Interaction](https://mlsanity.com/paper/2307.15833/) (2023)
- [Story Shaping: Teaching Agents Human-like Behavior with Stories](https://mlsanity.com/paper/2301.10107/) (2023)
- [Envisioning Narrative Intelligence: A Creative Visual Storytelling Anthology](https://mlsanity.com/paper/2310.04529/) (2023)
- [From Masks to Worlds: A Hitchhiker's Guide to World Models](https://mlsanity.com/paper/2510.20668/) (2025)
- [STORY2GAME: Generating (Almost) Everything in an Interactive Fiction Game](https://mlsanity.com/paper/2505.03547/) (2025)
- [Word2Minecraft: Generating 3D Game Levels through Large Language Models](https://mlsanity.com/paper/2503.16536/) (2025)
- [Situated Language Learning via Interactive Narratives](https://mlsanity.com/paper/2103.09977/) (2021)
- [Guiding Generative Storytelling with Knowledge Graphs](https://mlsanity.com/paper/2505.24803/) (2025)
- [Towards Explainable Social Agent Authoring tools: A case study on FAtiMA-Toolkit](https://mlsanity.com/paper/2206.03360/) (2022)
- [WHAT-IF: Exploring Branching Narratives by Meta-Prompting Large Language Models](https://mlsanity.com/paper/2412.10582/) (2024)
- [Pastiche Novel Generation Creating: Fan Fiction You Love in Your Favorite Author's Style](https://mlsanity.com/paper/2502.15616/) (2025)
- [Generalizability of experimental studies](https://mlsanity.com/paper/2406.17374/) (2024)
- [GenQuest: An LLM-based Text Adventure Game for Language Learners](https://mlsanity.com/paper/2510.04498/) (2025)

## Abstract (arXiv)

World building forms the foundation of any task that requires narrative intelligence. In this work, we focus on procedurally generating interactive fiction worlds---text-based worlds that players "see" and "talk to" using natural language. Generating these worlds requires referencing everyday and thematic commonsense priors in addition to being semantically consistent, interesting, and coherent throughout. Using existing story plots as inspiration, we present a method that first extracts a partial knowledge graph encoding basic information regarding world structure such as locations and objects. This knowledge graph is then automatically completed utilizing thematic knowledge and used to guide a neural language generation model that fleshes out the rest of the world. We perform human participant-based evaluations, testing our neural model's ability to extract and fill-in a knowledge graph and to generate language conditioned on it against rule-based and human-made baselines. Our code is available at https://github.com/rajammanabrolu/WorldGeneration.
