HCMay 2
The Garden of Forking Paths: Narrative Arc-Conditioned Gameplay PlanningYunge Wen, Chenliang Huang, Hangyu Zhou et al.
Narrative archetypes (e.g., Hero's Journey, Three-act structure) provide universal story structures that resonate across cultures and media and are important for video game storytelling, yet existing LLM-based methods lack explicit use of these archetypes in procedurally generated games. We propose Forking Garden, a framework for narrative arc-conditioned gameplay planning that generates branching games from user-provided storylines. Our approach first generates a diverse pool of independent nodes, then assembles them into a dungeon graph via arc-guided constraint algorithms, where each node achieves multimodal alignment of gameplay elements. We develop an end-to-end interactive system that instantiates the framework.
AIAug 4, 2025
All Stories Are One Story: Emotional Arc Guided Procedural Game Level GenerationYunge Wen, Chenliang Huang, Hangyu Zhou et al.
The emotional arc is a universal narrative structure underlying stories across cultures and media -- an idea central to structuralist narratology, often encapsulated in the phrase "all stories are one story." We present a framework for procedural game narrative generation that incorporates emotional arcs as a structural backbone for both story progression and gameplay dynamics. Leveraging established narratological theories and large-scale empirical analyses, we focus on two core emotional patterns -- Rise and Fall -- to guide the generation of branching story graphs. Each story node is automatically populated with characters, items, and gameplay-relevant attributes (e.g., health, attack), with difficulty adjusted according to the emotional trajectory. Implemented in a prototype action role-playing game (ARPG), our system demonstrates how emotional arcs can be operationalized using large language models (LLMs) and adaptive entity generation. Evaluation through player ratings, interviews, and sentiment analysis shows that emotional arc integration significantly enhances engagement, narrative coherence, and emotional impact. These results highlight the potential of emotionally structured procedural generation for advancing interactive storytelling for games.
CVJun 14, 2025
Retrieval Augmented Comic Image GenerationYunhao Shui, Xuekuan Wang, Feng Qiu et al.
We present RaCig, a novel system for generating comic-style image sequences with consistent characters and expressive gestures. RaCig addresses two key challenges: (1) maintaining character identity and costume consistency across frames, and (2) producing diverse and vivid character gestures. Our approach integrates a retrieval-based character assignment module, which aligns characters in textual prompts with reference images, and a regional character injection mechanism that embeds character features into specified image regions. Experimental results demonstrate that RaCig effectively generates engaging comic narratives with coherent characters and dynamic interactions. The source code will be publicly available to support further research in this area.
CVMay 16, 2024
*: Improving the 3D detector by introducing Voxel2Pillar feature encoding and extracting multi-scale featuresXusheng Li, Chengliang Wang, Shumao Wang et al.
The multi-line LiDAR is widely used in autonomous vehicles, so point cloud-based 3D detectors are essential for autonomous driving. Extracting rich multi-scale features is crucial for point cloud-based 3D detectors in autonomous driving due to significant differences in the size of different types of objects. However, because of the real-time requirements, large-size convolution kernels are rarely used to extract large-scale features in the backbone. Current 3D detectors commonly use feature pyramid networks to obtain large-scale features; however, some objects containing fewer point clouds are further lost during down-sampling, resulting in degraded performance. Since pillar-based schemes require much less computation than voxel-based schemes, they are more suitable for constructing real-time 3D detectors. Hence, we propose the *, a pillar-based scheme. We redesigned the feature encoding, the backbone, and the neck of the 3D detector. We propose the Voxel2Pillar feature encoding, which uses a sparse convolution constructor to construct pillars with richer point cloud features, especially height features. The Voxel2Pillar adds more learnable parameters to the feature encoding, enabling the initial pillars to have higher performance ability. We extract multi-scale and large-scale features in the proposed fully sparse backbone, which does not utilize large-size convolutional kernels; the backbone consists of the proposed multi-scale feature extraction module. The neck consists of the proposed sparse ConvNeXt, whose simple structure significantly improves the performance. We validate the effectiveness of the proposed * on the Waymo Open Dataset, and the object detection accuracy for vehicles, pedestrians, and cyclists is improved. We also verify the effectiveness of each proposed module in detail through ablation studies.