# From Stories to Cities to Games: A Qualitative Evaluation of Behaviour Planning

arXiv: https://arxiv.org/abs/2601.04911 · HTML: https://mlsanity.com/paper/2601.04911/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 10 of its 28 references that are in the map.
- First posted on arXiv 8 Jan 2026.

## Builds on (most cited first, 10 of 10)

- [Quality and Diversity Optimization: A Unifying Modular Framework](https://mlsanity.com/paper/1708.09251/) (2017)
- [Narrative Planning: Balancing Plot and Character](https://mlsanity.com/paper/1401.3841/) (2014)
- [Procedural Content Generation through Quality Diversity](https://mlsanity.com/paper/1907.04053/) (2019)
- [The Emerging Landscape of Explainable AI Planning and Decision Making](https://mlsanity.com/paper/2002.11697/) (2020)
- [From Robotic Process Automation to Intelligent Process Automation: Emerging Trends](https://mlsanity.com/paper/2007.13257/) (2020)
- [Measuring Diversity of Game Scenarios](https://mlsanity.com/paper/2404.15192/) (2024)
- [AI Agent as Urban Planner: Steering Stakeholder Dynamics in Urban Planning via Consensus-based Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/2310.16772/) (2023)
- [Narrative Planning: Compilations to Classical Planning](https://mlsanity.com/paper/1401.5856/) (2014)
- [Behaviour Planning: A Toolkit for Diverse Planning](https://mlsanity.com/paper/2405.04300/) (2024)
- [Diverse Planning with Simulators via Linear Temporal Logic](https://mlsanity.com/paper/2510.17418/) (2025)

## Abstract (arXiv)

The primary objective of a diverse planning approach is to generate a set of plans that are distinct from one another. Such an approach is applied in a variety of real-world domains, including risk management, automated stream data analysis, and malware detection. More recently, a novel diverse planning paradigm, referred to as behaviour planning, has been proposed. This approach extends earlier methods by explicitly incorporating a diversity model into the planning process and supporting multiple planning categories. In this paper, we demonstrate the usefulness of behaviour planning in real-world settings by presenting three case studies. The first case study focuses on storytelling, the second addresses urban planning, and the third examines game evaluation.
