# World-State Transformations for Neuro-symbolic Interactive Storytelling

arXiv: https://arxiv.org/abs/2605.24719 · HTML: https://mlsanity.com/paper/2605.24719/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 7 of its 19 references that are in the map.
- First posted on arXiv 23 May 2026.

## Builds on (most cited first, 7 of 7)

- [Interactive Fiction Games: A Colossal Adventure](https://mlsanity.com/paper/1909.05398/) (2019)
- [Are Large Language Models Capable of Generating Human-Level Narratives?](https://mlsanity.com/paper/2407.13248/) (2024)
- [Can Language Models Serve as Text-Based World Simulators?](https://mlsanity.com/paper/2406.06485/) (2024)
- [Making Large Language Models into World Models with Precondition and Effect Knowledge](https://mlsanity.com/paper/2409.12278/) (2024)
- [You Have Thirteen Hours in Which to Solve the Labyrinth: Enhancing AI Game Masters with Function Calling](https://mlsanity.com/paper/2409.06949/) (2024)
- [Skill Check: Some Considerations on the Evaluation of Gamemastering Models for Role-playing Games](https://mlsanity.com/paper/2309.13702/) (2023)
- [PAYADOR: A Minimalist Approach to Grounding Language Models on Structured Data for Interactive Storytelling and Role-playing Games](https://mlsanity.com/paper/2504.07304/) (2025)

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

- [IVIE: A Neuro-symbolic Approach to Incremental and Validated Generation of Interactive Fiction Worlds](https://mlsanity.com/paper/2606.13348/) (2026)
- [Reconstructing Persistent Worlds from Narratives for Narrative-Grounded Interactive Experiences](https://mlsanity.com/paper/2608.04037/) (2026)

## Abstract (arXiv)

Large Language Models (LLMs) have changed the possibilities of Interactive Storytelling systems that process free-text user input. However, as more of these systems are built, evidence continues to mount regarding the story coherence problems that arise when relying solely on them. Recent research suggests that LLMs can effectively predict state changes within rule-based Interactive Storytelling systems, triggering pre-programmed world-state transformations. In this paper, we conduct an exploratory evaluation of whether such transformations can serve as a catalyst for player expression while aiming to address the incoherence issues typical of purely LLM-based approaches. Building upon a neuro-symbolic architecture, we conducted experiments using an open-source model (Llama 3 70B) and a closed-source model (Gemini 1.5 Flash), with testing conducted in both English and Spanish. Eight participants played two scenarios, carefully designed to assess different evaluation objectives. Our observations suggest that transformations offer a way to maintain world-state consistency while encouraging players to interact creatively through their written inputs.
