Ananya Sahu, Mohit Bansal, Elias Stengel-Eskincs.CL cs.AI
While post-training improves the capabilities of large language models (LLMs), it generally lowers their output diversity and creativity, negatively impacting tasks that explicitly require creativity (e.g., story generation) as well as those that require it implicitly, e.g., reinforcement learning (RL). We instead propose CreativeInstruct, a scalable instruction-tuning method that teaches LLMs to balance creative, base-model-like generations with the quality of post-trained models, by learning to inject special [StartCreativity] spans that bias generation toward creativity. Furthermore, we introduce a structural diversity metric based on graph edit distance, which captures narrative level variation missed by purely lexical and semantic metrics. On narrative generation, CreativeInstruct matches or exceeds the diversity of both multi-model baselines and distilled variants of their outputs, without sacrificing quality or requiring multiple models at inference time. These results are mirrored in our human evaluation, where we find that annotators rate CreativeInstruct generations as more creative than the post-trained LLMs' generations in 70.3% of cases. We also show the benefits of creative models as a substrate for RL: GRPO applied to a CreativeInstruct checkpoint improves by ~4% on AMC and ~5% points on MATH over the same training applied to the post-trained checkpoint.
Text-to-image (T2I) generation models are increasingly embedded in applications such as media content creation and education, raising concerns about how their outputs may reproduce social biases. Prior work has shown that T2I models exhibit social biases, yet existing evaluations largely focus on a photo generation task. As a result, it remains unclear whether and how such biases manifest in more narrative visual formats, such as storyboards and comics, where characters and events are presented across multiple panels. In this work, we compare bias expression across photo, storyboard, and comic generation in six T2I models by adapting BBG, a text-based bias evaluation framework, to image generation. Our results show that proprietary models generate 25.9% biased outputs in photo generation on average, with biased outputs increasing by 9.6pp in storyboard generation and 18.2pp in comic generation. We also find that photos mainly encode biases through subtle visual cues, while storyboards and comics reveal them more explicitly through event sequencing, character positioning, narrative resolution, and textual elements. These findings show that biases that remain less visible in photo generation may surface in narrative visual formats, highlighting the importance of evaluating T2I systems with diverse visual formats beyond photo generation.
Rituparna Datta, Srini Venkatramanan, Bryan L. Lewis +6cs.CL
Generation of clear and accessible public health narratives is critical for communicating complex epidemiological projections to policymakers and the general public at large. Such narratives require more than simply reporting numbers: projections must be contextualized and quantitatively grounded across multiple dimensions. Further, projections are often derived from large ensemble datasets which combine intervention assumptions, geographic and demographic strata, outcomes, time horizons, and uncertainty quantiles. However, directly using large language models (LLMs) to summarize and contextualize such data often leads to inconsistencies, omissions, and fragile behavior. We introduce an agentic framework (EpiNarrate) for public health report generation that separates structured numerical reasoning from natural-language generation. The framework first extracts scenario axes and organizes them into a partial-order schema, enabling systematic traversal of the underlying multidimensional space. It then constructs an augmented dataset and derives valid quantitative statements through a comparison grammar that enforces semantic and arithmetic consistency. To balance coverage and non-redundancy, we introduce an interestingness-driven selection mechanism based on maximum-entropy principles. Experiments on the COVID-19 Scenario Modeling Hub demonstrate that our model produces narratives with improved factual grounding and broader coverage of salient epidemiological patterns, while preserving the style of expert-written reports.
Ultra-fine entity typing (UFET) assigns highly specific types to entity mentions, but current approaches struggle with types in the long tail. We hypothesize that a key limitation is the reliance on sentence-level context, since disambiguating evidence is often spread across multiple sentences. Testing this has been difficult because all existing UFET resources are sentence-level. We present Narrative-UFET, a controlled extension of UFET in which each entity mention is paired with an automatically generated short, coherent narrative. Synthesizing narratives lets us isolate the effect of specific discourse properties. We experiment with two paired variants: one in which the entity's type is held constant across the narrative (Maintain) and one in which it shifts (Change). We show that narrative context yields consistent improvements on long-tail types over sentence-level baselines, with the Change variant providing the stronger signal. A comparison against naturally occurring contexts shows that synthetic narratives yield stronger gains, indicating that controlled discourse construction can surface signals that real text leaves implicit. Substantial room for improvement remains, suggesting open directions in both discourse modeling and narrative construction.
Xushuo Tang, Junhe Zhang, Zihan Yang +4cs.CL cs.AI
Recent LLM role-playing systems build character agents from novels by extracting characters, scenes, and relations. Yet long-narrative role-playing suffers from two failures: Factual Overreach, where shared retrieval or parametric memory lets a character use facts outside its perspective, and Stylistic Monotony, where profile descriptions flatten a character into a fixed voice. To address these failures, we propose REVERIEMEM, a three-layer memory architecture for book-based character agents. The episodic layer stores first-person scene memories; the semantic layer stores visibility-tagged facts; and the personality layer stores situation-dependent speech and behaviour patterns. For evaluation, we construct KBF-QA, a 4,386-question benchmark over eight novels for testing knowledge boundaries. REVERIEMEM improves Knowledge Boundary Fidelity by 34.6 percentage points over the strongest prior method. On BOOKWORLD's five-dimension pairwise narrative protocol, REVERIEMEM achieves a ~ 79% win rate, suggesting that perspective-bounded memory improves both boundary fidelity and character-grounded narrative generation.
Jory Alshaalan, Haya Albaker, Abeer Aldayel +2cs.CL
The evaluation of cultural grounding context becomes complex when multiple cultures convey the same moral lesson. This challenge is particularly relevant to large language models (LLMs), which produce narratives across a wide range of languages and cultural contexts. However, it remains uncertain whether these models preserve culturally grounded meaning when equivalent moral lessons are conveyed through distinct cultural forms. This study introduces a multilingual evaluation narrative framework that integrates a cross-linguistic collection of 414 proverbs spanning 15 languages and uses four LLMs to generate 13k narratives. By employing semantically equivalent proverbs as culturally grounded prompts, the analysis assesses whether models preserve meaning across languages, how cross-lingual conditioning influences narrative realization, and whether different model families converge on similar interpretations. Results indicate that cross-lingual prompting largely preserves proverb-level semantic meaning while systematically redistributing agency, social positioning, and narrative structure. Additionally, strong inter-model convergence is observed in both monolingual and cross-lingual settings, suggesting that multilingual LLMs rely on shared semantic abstractions despite architectural and linguistic differences. These findings shed light on the need for more comprehensive evaluations of cultural grounding. Relying exclusively on semantic similarity in multilingual narrative assessments may overestimate cultural preservation by neglecting culturally meaningful variations in narrative expression.
Yupeng Xie, Chen Ma, Zhenyang Wang +6cs.HC cs.AI cs.DB
Data videos integrate dynamic charts, voice narration, and synchronized animations to communicate data insights as temporal narratives, making them an effective medium for improving data consumption efficiency in the data management lifecycle. However, producing high-quality data videos requires expertise spanning data analysis, narrative design, and video production. Existing approaches fall short: static visualization tools (e.g., BI dashboards) lack narrative logic and animation; authoring tools require users to pre-prepare visualizations rather than working from raw data; pixel-level video generation models cannot guarantee data fidelity or provenance. We demonstrate DataMagic, an end-to-end interactive system that transforms raw tabular data and natural language queries into narrative data-insight videos. To ensure data fidelity, DataMagic introduces the declarative specification DVSpec, which binds visual and animation elements to underlying data fields through data-driven semantic references. To address the combinatorial explosion of the design space, DataMagic adopts a Generate-then-Orchestrate multi-agent architecture that generates candidate scenes in parallel and then optimizes narrative coherence through global orchestration. Leveraging DVSpec's decoupling of logic and rendering, the system further supports three interaction modes and structured provenance-based data Q&A, transforming one-way videos into explorable interactive data interfaces. Evaluation on 109 real-world samples validates the effectiveness of the DataMagic. Homepage: https://datamagic-home.github.io/
Art therapy plays a vital role in emotional healing, in which narrative creation acts as the primary vehicle for emotional expression. Given the inherently dynamic nature of emotions during healing, narratives with finely controlled emotional fluctuations enable individuals to safely project inner conflicts and achieve emotional catharsis. Recently, with the rapid development of Large Language Models (LLMs), automated narrative generation technology has provided a new pathway to support such artistic designs. However, while existing methods can produce fluent texts, they struggle to generate narratives that adhere to specified affective trajectories, failing to meet the demands of emotion-oriented psychological healing. To address these issues, this paper proposes EC-Script, an LLM agent-based framework that enables hierarchical control of the affective trajectory in narrative generation for emotional healing. To ensure that the generated narratives strictly follow the given emotional patterns, EC-Script establishes overall narrative direction through Emotion-Trajectory Planning, propels scene-level plot development with Character-Driven Scene Generation, and regulates local emotional changes of characters via Emotion-Controlled Script Writing. Ultimately, it outputs scene-by-scene script content that remains highly consistent with the preset affective trajectory. Experimental results demonstrate that EC-Script significantly outperforms baseline methods in affective trajectory adherence, exhibiting excellent and reliable emotional controllability, thereby providing effective technical support for AI-assisted emotional healing scenarios.
Dominik Borawski, Marta Szulc, Robert Chudy +2cs.CL cs.AI
Large Language Models (LLMs) have shown strong potential for narrative generation, but their use in complex, multi-layered role-playing game (RPG) worlds is still limited by issues of coherence, controllability, and structural consistency. This paper explores a dependency-aware, multi-stage prompt pipeline for procedural RPG content generation that models narrative dependencies through structured intermediate representations. The approach decomposes generation into sequential stages: world building, non-player character creation, player character creation, campaign-level quest planning, and quest expansion. Each stage conditions on structured JSON outputs from previous stages. By enforcing schemas and explicit data flow, the pipeline reduces narrative drift, limits hallucinations, and supports scalable creation of interconnected narrative elements. The system is evaluated qualitatively through human-centered analysis across multiple independent runs. Outputs are assessed using criteria such as structural completeness, internal consistency, narrative coherence, diversity, and actionability. Results show that the pipeline consistently generates logically sound and structurally valid RPG content, without quality degradation as complexity increases. Separating high-level campaign planning from detailed quest expansion improves both global structure and local storytelling. These findings suggest that dependency-aware prompt pipelines with structured intermediate representations are an effective design pattern for LLM-based procedural content generation. This approach may also generalize to other domains requiring sequential reasoning over evolving contextual states.