Towards Self-Evolving Narrative Systems: Real-Time Adaptation and Long-Term Optimization with LLMs
Organizations: Duke Kunshan University & Duke University · Duke University
Abstract
Traditional interactive narrative systems offer strong authorial control and structural coherence but often restrict player agency. In contrast, LLM-driven narratives enable open-ended generation and greater flexibility, yet frequently suffer from inconsistency and diminished narrative control. To navigate this trade-off, we propose a hybrid narrative framework that dynamically balances pre-authored content with real-time LLM generation via semantic similarity alignment. Additionally, sustaining narrative quality over extended gameplay remains a core challenge in LLM-based storytelling. To address this, we introduce a self-evolving, feedback-driven optimization framework that leverages in-context learning to iteratively refine prompts, eliminating the need for manual prompt engineering. Through a case study and participant-based evaluation, we show that our framework enhances narrative coherence while preserving player agency, effectively aligning generated content with both authorial intent and evolving player behavior.
Figures & tables
| Metric | Flat System | Structured System |
|---|---|---|
| Immersion | 4.0 | 4.3 ( 0.3) |
| Handling unexpected inputs | 3.6 | 4.1 ( 0.5) |
| Willingness to replay | 3.4 | 3.8 ( 0.4) |
Appendix figures & tables10 assets
Supplementary material from the paper’s appendix.
Appendix
| ID | Scene Name | Scene Summary | Key Questions (Authored) |
|---|---|---|---|
| 1 | Cell of Whispers | Fane reveals a hidden vent and offers escape in exchange for assistance. | k1. Do player promise to recover Fane’s memories for passage? k2. Do player lower head and ask what ’fealty’ truly demands? k3. Do player press ear to brick and listen for hollow beyond? |
| 2 | The Mercenary Oath | Ifan proposes an ambush operation in exchange for a key. | k1. Do player agree to lure Magister Ralvo behind the catapult? k2. Do player step into the shade and ask Ifan for the plan’s details? k3. Do player accept the seventy-thirty split? |
| 3 | Royal Gate of Sludge | The Red Prince blocks passage and demands fealty. | k1. Do player accept the Red Prince as a travelling companion? k2. Do player trust his promise of lizard mercenaries? k3. Will player pledge to seek the Dreamer who foretells his throne? |
| 4 | Pact in Suspicious Lab | Magister Yarrow offers forged documents in exchange for silence. | k1. Will player keep Yarrow’s experiments secret for freedom? k2. Do player lean close to read page twelve? k3. Do player pocket a vial for leverage? |
| 5 | Last Boat on the Sand | Ifan prepares to secure the last seaworthy vessel. | k1. Do player trust his oil-barrel plan? k2. Do player call for Ifan’s covering fire? k3. Will player promise to share Bishop Alexander’s bounty? |
| 6 | Moonlit Monstrosity | Fane provides guidance against a Voidwoken threat. | k1. Do player trust Fane’s lesson about the weak spot? k2. Do player hold back Source bursts and drive your blade where instructed? |
| Theme | Definition (Desired Direction) | Representative Quote |
|---|---|---|
| NPC Consistency Dimension | ||
| Memory Failures | NPC contradicts prior facts or forgets commitments. (Lower is better) | “There were definitely moments of inconsistency. For example, after I killed an enemy, I entered ’he actually didn’t die, just injured,’ Ifan believed it.” (P11) |
| Consistent Persona | NPC maintains tone, goals, and speech patterns. (Higher is better) | “Fane stayed sly and dark-humored, even when I tried to call his bluff about the brick. It felt like I was actually negotiating with Fane.” (P5) |
| Narrative Coherence Dimension | ||
| Opaque Endings | Scene fails to close despite player indicating completion. (Lower is better) | “I have to give a very strictly-formatted input to pass the game.” (P12) |
| Earned Closure | Scene ends after deliberate choice + in-world acknowledgment. (Higher is better) | “When I promised Fane, he said ’Good. Now we move.’—it felt real.” (P10) |
| Flat System (Baseline) | Structured System (Ours) | |
|---|---|---|
| Scenario | Player input during tense escape scene: “ I look closely at the puddle on the floor. ” | Same input in same context ( ) |
| System Response | “ The puddle reflects a beautiful rainbow and you see a magic sword inside. ” ✗ Unconstrained generation; deviation leads to hallucination or context drift. | “ The puddle is mixed with blood and sewer sludge. It reflects the flickering torchlight. Eyes up. The filth isn’t going anywhere. We move. ” ✓ Contextually Bounded: 1. Defers narrative progression. 2. Treats deviation as a design signal for exploration. |
Interactive Storytelling
Interactive storytelling studies how people and AI create responsive narratives across choices, dialogue, games, and embodied media.
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