# PAYADOR: A Minimalist Approach to Grounding Language Models on Structured Data for Interactive Storytelling and Role-playing Games

arXiv: https://arxiv.org/abs/2504.07304 · HTML: https://mlsanity.com/paper/2504.07304/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 9 of its 29 references that are in the map.
- First posted on arXiv 9 Apr 2025.

## Builds on (most cited first, 9 of 9)

- [Language Models are Few-Shot Learners](https://mlsanity.com/paper/2005.14165/) (2020)
- [The State and Fate of Linguistic Diversity and Inclusion in the NLP World](https://mlsanity.com/paper/2004.09095/) (2020)
- [Towards Reasoning in Large Language Models: A Survey](https://mlsanity.com/paper/2212.10403/) (2022)
- [Character-LLM: A Trainable Agent for Role-Playing](https://mlsanity.com/paper/2310.10158/) (2023)
- [Large Language Models and Games: A Survey and Roadmap](https://mlsanity.com/paper/2402.18659/) (2024)
- [Dungeons and Dragons as a Dialog Challenge for Artificial Intelligence](https://mlsanity.com/paper/2210.07109/) (2022)
- [Large Language Models and Video Games: A Preliminary Scoping Review](https://mlsanity.com/paper/2403.02613/) (2024)
- [Open-world Story Generation with Structured Knowledge Enhancement: A Comprehensive Survey](https://mlsanity.com/paper/2212.04634/) (2022)
- [Skill Check: Some Considerations on the Evaluation of Gamemastering Models for Role-playing Games](https://mlsanity.com/paper/2309.13702/) (2023)

## Built on by (most cited first, 2 of 2)

- [World-State Transformations for Neuro-symbolic Interactive Storytelling](https://mlsanity.com/paper/2605.24719/) (2026)
- [IVIE: A Neuro-symbolic Approach to Incremental and Validated Generation of Interactive Fiction Worlds](https://mlsanity.com/paper/2606.13348/) (2026)

## Abstract (arXiv)

Every time an Interactive Storytelling (IS) system gets a player input, it is facing the world-update problem. Classical approaches to this problem consist in mapping that input to known preprogrammed actions, what can severely constrain the free will of the player. When the expected experience has a strong focus on improvisation, like in Role-playing Games (RPGs), this problem is critical. In this paper we present PAYADOR, a different approach that focuses on predicting the outcomes of the actions instead of representing the actions themselves. To implement this approach, we ground a Large Language Model to a minimal representation of the fictional world, obtaining promising results. We make this contribution open-source, so it can be adapted and used for other related research on unleashing the co-creativity power of RPGs.
