# The Garden of Forking Paths: Threading Narrative Archetype as a Semantic Signal Through Gameplay Planning

arXiv: https://arxiv.org/abs/2605.01245 · HTML: https://mlsanity.com/paper/2605.01245/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 12 of its 32 references that are in the map.
- First posted on arXiv 2 May 2026.

## Builds on (most cited first, 12 of 12)

- [Neurosymbolic AI: The 3rd Wave](https://mlsanity.com/paper/2012.05876/) (2020)
- [The emotional arcs of stories are dominated by six basic shapes](https://mlsanity.com/paper/1606.07772/) (2016)
- [StoryVerse: Towards Co-authoring Dynamic Plot with LLM-based Character Simulation via Narrative Planning](https://mlsanity.com/paper/2405.13042/) (2024)
- [GPT for Games: An Updated Scoping Review (2020-2024)](https://mlsanity.com/paper/2411.00308/) (2024)
- [MoVer: Motion Verification for Motion Graphics Animations](https://mlsanity.com/paper/2502.13372/) (2025)
- [Hierarchical Planning for Complex Tasks with Knowledge Graph-RAG and Symbolic Verification](https://mlsanity.com/paper/2504.04578/) (2025)
- [TropeTwist: Trope-based Narrative Structure Generation](https://mlsanity.com/paper/2204.09672/) (2022)
- [Story Designer: Towards a Mixed-Initiative Tool to Create Narrative Structures](https://mlsanity.com/paper/2210.09294/) (2022)
- [Symbolic Representation for Any-to-Any Generative Tasks](https://mlsanity.com/paper/2504.17261/) (2025)
- [PlotMap: Automated Layout Design for Building Game Worlds](https://mlsanity.com/paper/2309.15242/) (2023)
- [DiaryPlay: AI-Assisted Authoring of Interactive Vignettes for Everyday Storytelling](https://mlsanity.com/paper/2507.11628/) (2025)
- [Self-Consistency for LLM-Based Motion Trajectory Generation and Verification](https://mlsanity.com/paper/2603.29301/) (2026)

## Abstract (arXiv)

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.
