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NarrativeWorlds: A Framework for Authorial Control and Game-State Consistency in LLM-Driven Interactive Digital Narratives
The Hong Kong University of Science and Technology
Department of Computer Science and Engineering
MPhil Thesis Defence
Title: "NarrativeWorlds: A Framework for Authorial Control and
Game-State Consistency in LLM-Driven Interactive Digital Narratives"
By
Mr. Serkan KUMYOL
Abstract:
Large language models (LLMs) are increasingly used in interactive digital
narratives (IDNs) for both authoring and character interaction. Their ability
to interpret and generate open-ended language expands the range of possible
author requests, player actions, and NPC responses, while also creating
challenges for narrative control. Model-produced dialogue and interpretations
may imply changes to characters, relationships, secrets, or events whose
authority within the fiction remains unclear. This thesis therefore
investigates how such information can be represented, checked, and given
bounded authority within an interactive narrative system.
We develop NarrativeWorlds, a framework that examines this problem across
authoring, social interaction, structured character state, and runtime world
change. Narrative Anvil translates natural-language author requests into
typed, structurally validated operations over a persistent narrative graph,
with traceability and turn-level reversal support. NarrativeHive studies
staged social reasoning through Perception, Stance, Opinion, and Response,
together with a longer-horizon reputation mechanism. NarrativeSignals
represents an NPC's social situation as a 29-field structured state predicted
before response generation and used for inspection and deterministic routing.
NarrativeTown compiles the authored world into a playable simulation and
represents dialogue-implied changes as candidate updates governed before they
enter authoritative state. Narrative Anvil and NarrativeTown form the
implemented authoring-to-runtime path, while NarrativeHive and
NarrativeSignals are evaluated independently.
Across automated tests, model comparisons, a player study, annotation
analyses, and simulated game sessions, the results show both the value and
cost of making intermediate decisions explicit. NarrativeHive improved
player-rated Social Presence at greater latency, while NarrativeSignals
revealed construct-validity challenges through limited agreement with human
judgements. Narrative Anvil demonstrated structural filtering, traceable
world editing, and turn-level reversal on the tested paths, while
NarrativeTown demonstrated governed handling of dialogue-implied consequences
on the exercised runtime paths. Taken together, the thesis presents
NarrativeWorlds as an architectural approach in which LLMs support flexible
authoring and interaction while consequential narrative decisions remain
connected to explicit representations and bounded decision authority.
Date: Wednesday, 26 August 2026
Time: 2:00pm - 4:00pm
Venue: Room 2132C
Lift 22
Chairman: Prof. Pedro SANDER
Committee Members: Dr. Tristan BRAUD (Supervisor)
Prof. Andrew HORNER