Autoregressive language models dominate modern text generation, yet their sequential nature introduces fundamental limitations: decoding is slow, and maintaining global coherence remains challenging. Diffusion models offer a promising alternative by enabling parallel generation and flexible control; however, their application to text generation is hindered by the high dimensionality of token-level representations. We introduce Cosmos, a novel approach to text generation that operates entirely in a compressed, smooth latent space tailored specifically for diffusion. This space is learned using an autoencoder trained simultaneously for token-level reconstruction and alignment with frozen activations from a pretrained language encoder, providing robust semantic grounding and enabling effective perturbation-based augmentations. Empirically, we demonstrate that text representations can be compressed by $8\times$ while maintaining generation quality comparable to token-level diffusion models. Furthermore, increasing the latent sequence length allows Cosmos to surpass both diffusion-based and autoregressive baselines. We evaluate Cosmos on four diverse generative tasks including story generation, question generation, summarization, and detoxification and compare it with various generative paradigms. Cosmos achieves comparable or superior generation quality while offering more than $2\times$ faster inference.
This chapter explores advancements in decoding strategies for large language models (LLMs), focusing on enhancing the Locally Typical Sampling (LTS) algorithm. Traditional decoding methods, such as top-k and nucleus sampling, often struggle to balance fluency, diversity, and coherence in text generation. To address these challenges, Adaptive Semantic-Aware Typicality Sampling (ASTS) is proposed as an improved version of LTS, incorporating dynamic entropy thresholding, multi-objective scoring, and reward-penalty adjustments. ASTS ensures contextually coherent and diverse text generation while maintaining computational efficiency. Its performance is evaluated across multiple benchmarks, including story generation and abstractive summarization, using metrics such as perplexity, MAUVE, and diversity scores. Experimental results demonstrate that ASTS outperforms existing sampling techniques by reducing repetition, enhancing semantic alignment, and improving fluency.
Long story generation remains a challenge for existing large language models (LLMs), primarily due to two main factors: (1) discourse coherence, which requires plot consistency, logical coherence, and completeness in the long-form generation, and (2) narrative complexity, which requires an interwoven and engaging narrative. To address these challenges, we propose StoryWriter, a multi-agent story generation framework, which consists of three main modules: (1) outline agent, which generates event-based outlines containing rich event plots, character, and event-event relationships. (2) planning agent, which further details events and plans which events should be written in each chapter to maintain an interwoven and engaging story. (3) writing agent, which dynamically compresses the story history based on the current event to generate and reflect new plots, ensuring the coherence of the generated story. We conduct both human and automated evaluation, and StoryWriter significantly outperforms existing story generation baselines in both story quality and length. Furthermore, we use StoryWriter to generate a dataset, which contains about $6,000$ high-quality long stories, with an average length of $8,000$ words. We train the model Llama3.1-8B and GLM4-9B using supervised fine-tuning on LongStory and develop StoryWriter_GLM and StoryWriter_GLM, which demonstrates advanced performance in long story generation.
Text-to-image generation models have made significant progress in producing high-quality images from textual descriptions, yet they continue to struggle with maintaining subject consistency across multiple images, a fundamental requirement for visual storytelling. Existing methods attempt to address this by either fine-tuning models on large-scale story visualization datasets, which is resource-intensive, or by using training-free techniques that share information across generations, which still yield limited success. In this paper, we introduce a novel training-free sampling strategy called Zigzag Sampling with Asymmetric Prompts and Visual Sharing to enhance subject consistency in visual story generation. Our approach proposes a zigzag sampling mechanism that alternates between asymmetric prompting to retain subject characteristics, while a visual sharing module transfers visual cues across generated images to %further enforce consistency. Experimental results, based on both quantitative metrics and qualitative evaluations, demonstrate that our method significantly outperforms previous approaches in generating coherent and consistent visual stories. The code is available at https://github.com/Mingxiao-Li/Asymmetry-Zigzag-StoryDiffusion.
In-context image editing aims to modify images based on a contextual sequence comprising text and previously generated images. Existing methods typically depend on task-specific pipelines and expert models (e.g., segmentation and inpainting) to curate training data. In this work, we explore whether an in-context image editing model can be learned directly from videos. We introduce a scalable approach to annotate videos as interleaved multimodal sequences. To effectively learn from this data, we design a block-causal diffusion transformer trained on three proxy tasks: next-image prediction, current segmentation prediction, and next-segmentation prediction. Additionally, we propose a novel multi-turn image editing benchmark to advance research in this area. Extensive experiments demonstrate that our model exhibits strong in-context image editing capabilities and achieves state-of-the-art results on two multi-turn image editing benchmarks. Despite being trained exclusively on videos, our model also shows promising abilities in multi-concept composition, story generation, and chain-of-editing applications.
Story generation has been a prominent application of Large Language Models (LLMs). However, understanding LLMs' ability to produce high-quality stories remains limited due to challenges in automatic evaluation methods and the high cost and subjectivity of manual evaluation. Computational narratology offers valuable insights into what constitutes a good story, which has been applied in the symbolic narrative planning approach to story generation. This work aims to deepen the understanding of LLMs' story generation capabilities by using them to solve narrative planning problems. We present a benchmark for evaluating LLMs on narrative planning based on literature examples, focusing on causal soundness, character intentionality, and dramatic conflict. Our experiments show that GPT-4 tier LLMs can generate causally sound stories at small scales, but planning with character intentionality and dramatic conflict remains challenging, requiring LLMs trained with reinforcement learning for complex reasoning. The results offer insights on the scale of stories that LLMs can generate while maintaining quality from different aspects. Our findings also highlight interesting problem solving behaviors and shed lights on challenges and considerations for applying LLM narrative planning in game environments.
Large-scale neural language models (LMs) exhibit remarkable performance in in-context learning: the ability to learn and reason the input context on the fly without parameter update. This work studies in-context counterfactual reasoning in language models, that is, to predict the consequences of changes under hypothetical scenarios. We focus on studying a well-defined synthetic setup: a linear regression task that requires noise abduction, where accurate prediction is based on inferring and copying the contextual noise from factual observations. We show that language models are capable of counterfactual reasoning in this controlled setup and provide insights that counterfactual reasoning for a broad class of functions can be reduced to a transformation on in-context observations; we find self-attention, model depth, and data diversity in pre-training drive performance in Transformers. More interestingly, our findings extend beyond regression tasks and show that Transformers can perform noise abduction on sequential data, providing preliminary evidence on the potential for counterfactual story generation. Our code is available under https://github.com/moXmiller/counterfactual-reasoning.git .
Large Language Models (LLMs) have shown great potential in automated story generation, but challenges remain in maintaining long-form coherence and providing users with intuitive and effective control. Retrieval-Augmented Generation (RAG) has proven effective in reducing hallucinations in text generation; however, the use of structured data to support generative storytelling remains underexplored. This paper investigates how knowledge graphs (KGs) can enhance LLM-based storytelling by improving narrative quality and enabling user-driven modifications. We propose a KG-assisted storytelling pipeline and evaluate its effectiveness through a user study with 15 participants. Participants created their own story prompts, generated stories, and edited knowledge graphs to shape their narratives. Through quantitative and qualitative analysis, our findings demonstrate that knowledge graphs significantly enhance story quality in action-oriented and structured narratives within our system settings. Additionally, editing the knowledge graph increases users' sense of control, making storytelling more engaging, interactive, and playful.
Recent advances in scene-based video generation have enabled systems to synthesize coherent visual narratives from structured prompts. However, a crucial dimension of storytelling -- character-driven dialogue and speech -- remains underexplored. In this paper, we present a modular pipeline that transforms action-level prompts into visually and auditorily grounded narrative dialogue, enriching visual storytelling with natural voice and character expression. Our method takes as input a pair of prompts per scene, where the first defines the setting and the second specifies a character's behavior. While a story generation model such as Text2Story generates the corresponding visual scene, we focus on generating expressive character utterances from these prompts and the scene image. We apply a pretrained vision-language encoder to extract a high-level semantic feature from the representative frame, capturing salient visual context. This feature is then combined with the structured prompts and used to guide a large language model in synthesizing natural, character-consistent dialogue. To ensure contextual consistency across scenes, we introduce a Recursive Narrative Bank that conditions each dialogue generation on the accumulated dialogue history from prior scenes. This approach enables characters to speak in ways that reflect their evolving goals and interactions throughout a story. Finally, we render each utterance as expressive, character-consistent speech, resulting in fully-voiced video narratives. Our framework requires no additional training and demonstrates applicability across a variety of story settings, from fantasy adventures to slice-of-life episodes.
Robustly evaluating the long-form storytelling capabilities of Large Language Models (LLMs) remains a significant challenge, as existing benchmarks often lack the necessary scale, diversity, or objective measures. To address this, we introduce WebNovelBench, a novel benchmark specifically designed for evaluating long-form novel generation. WebNovelBench leverages a large-scale dataset of over 4,000 Chinese web novels, framing evaluation as a synopsis-to-story generation task. We propose a multi-faceted framework encompassing eight narrative quality dimensions, assessed automatically via an LLM-as-Judge approach. Scores are aggregated using Principal Component Analysis and mapped to a percentile rank against human-authored works. Our experiments demonstrate that WebNovelBench effectively differentiates between human-written masterpieces, popular web novels, and LLM-generated content. We provide a comprehensive analysis of 24 state-of-the-art LLMs, ranking their storytelling abilities and offering insights for future development. This benchmark provides a scalable, replicable, and data-driven methodology for assessing and advancing LLM-driven narrative generation.
Visual storytelling systems struggle to maintain character identity across frames and link actions to appropriate subjects, frequently leading to referential hallucinations. These issues can be addressed through grounding of characters, objects, and other entities on the visual elements. We propose StoryReasoning, a dataset containing 4,178 stories derived from 52,016 movie images, with both structured scene analyses and grounded stories. Each story maintains character and object consistency across frames while explicitly modeling multi-frame relationships through structured tabular representations. Our approach features cross-frame object re-identification using visual similarity and face recognition, chain-of-thought reasoning for explicit narrative modeling, and a grounding scheme that links textual elements to visual entities across multiple frames. We establish baseline performance by fine-tuning Qwen2.5-VL 7B, creating Qwen Storyteller, which performs end-to-end object detection, re-identification, and landmark detection while maintaining consistent object references throughout the story. Evaluation demonstrates a reduction from 4.06 to 3.56 (-12.3%) hallucinations on average per story when compared to a non-fine-tuned model.
We introduce STORY2GAME, a novel approach to using Large Language Models to generate text-based interactive fiction games that starts by generating a story, populates the world, and builds the code for actions in a game engine that enables the story to play out interactively. Whereas a given set of hard-coded actions can artificially constrain story generation, the ability to generate actions means the story generation process can be more open-ended but still allow for experiences that are grounded in a game state. The key to successful action generation is to use LLM-generated preconditions and effects of actions in the stories as guides for what aspects of the game state must be tracked and changed by the game engine when a player performs an action. We also introduce a technique for dynamically generating new actions to accommodate the player's desire to perform actions that they think of that are not part of the story. Dynamic action generation may require on-the-fly updates to the game engine's state representation and revision of previously generated actions. We evaluate the success rate of action code generation with respect to whether a player can interactively play through the entire generated story.
Recent advances in large language models (LLMs) have enabled social simulation through multi-agent systems. Prior efforts focus on agent societies created from scratch, assigning agents with newly defined personas. However, simulating established fictional worlds and characters remain largely underexplored, despite its significant practical value. In this paper, we introduce BookWorld, a comprehensive system for constructing and simulating book-based multi-agent societies. BookWorld's design covers comprehensive real-world intricacies, including diverse and dynamic characters, fictional worldviews, geographical constraints and changes, e.t.c. BookWorld enables diverse applications including story generation, interactive games and social simulation, offering novel ways to extend and explore beloved fictional works. Through extensive experiments, we demonstrate that BookWorld generates creative, high-quality stories while maintaining fidelity to the source books, surpassing previous methods with a win rate of 75.36%. The code of this paper can be found at the project page: https://bookworld2025.github.io/.
Stories are a fundamental aspect of human experience. Engaging deeply with stories and spotting plot holes -- inconsistencies in a storyline that break the internal logic or rules of a story's world -- requires nuanced reasoning skills, including tracking entities and events and their interplay, abstract thinking, pragmatic narrative understanding, commonsense and social reasoning, and theory of mind. As Large Language Models (LLMs) increasingly generate, interpret, and modify text, rigorously assessing their narrative consistency and deeper language understanding becomes critical. However, existing benchmarks focus mainly on surface-level comprehension. In this work, we propose plot hole detection in stories as a proxy to evaluate language understanding and reasoning in LLMs. We introduce FlawedFictionsMaker, a novel algorithm to controllably and carefully synthesize plot holes in human-written stories. Using this algorithm, we construct a benchmark to evaluate LLMs' plot hole detection abilities in stories -- FlawedFictions -- , which is robust to contamination, with human filtering ensuring high quality. We find that state-of-the-art LLMs struggle in accurately solving FlawedFictions regardless of the reasoning effort allowed, with performance significantly degrading as story length increases. Finally, we show that LLM-based story summarization and story generation are prone to introducing plot holes, with more than 50% and 100% increases in plot hole detection rates with respect to human-written originals.
The structure of causal language model training assumes that each token can be accurately predicted from the previous context. This contrasts with humans' natural writing and reasoning process, where goals are typically known before the exact argument or phrasings. While this mismatch has been well studied in the literature, the working assumption has been that architectural changes are needed to address this mismatch. We argue that rearranging and processing the training data sequences can allow models to more accurately imitate the true data-generating process, and does not require any other changes to the architecture or training infrastructure. We demonstrate that this technique, Trelawney, and the inference algorithms derived from it allow us to improve performance on several key benchmarks that span planning, algorithmic reasoning, and story generation tasks. Finally, our method naturally enables the generation of long-term goals at no additional cost. We investigate how using the model's goal-generation capability can further improve planning and reasoning. Additionally, we believe Trelawney could potentially open doors to new capabilities beyond the current language modeling paradigm.
A widely used Agile practice for requirements is to produce a set of user stories (also called ``agile product backlog''), which roughly includes a list of pairs (role, feature), where the role handles the feature for a certain purpose. In the context of Software Product Lines, the requirements for a family of similar systems is thus a family of user-story sets, one per system, leading to a 3-dimensional dataset composed of sets of triples (system, role, feature). In this paper, we combine Triadic Concept Analysis (TCA) and Large Language Model (LLM) prompting to suggest the user-story set required to develop a new system relying on the variability logic of an existing system family. This process consists in 1) computing 3-dimensional variability expressed as a set of TCA implications, 2) providing the designer with intelligible design options, 3) capturing the designer's selection of options, 4) proposing a first user-story set corresponding to this selection, 5) consolidating its validity according to the implications identified in step 1, while completing it if necessary, and 6) leveraging LLM to have a more comprehensive website. This process is evaluated with a dataset comprising the user-story sets of 67 similar-purpose websites.
Generating high-quality stories spanning thousands of tokens requires competency across a variety of skills, from tracking plot and character arcs to keeping a consistent and engaging style. Due to the difficulty of sourcing labeled datasets and precise quality measurements, most work using large language models (LLMs) for long-form story generation uses combinations of hand-designed prompting techniques to elicit author-like behavior. This is a manual process that is highly dependent on the specific story-generation task. Motivated by the recent success of applying RL with Verifiable Rewards to domains like math and coding, we propose a general story-generation task (Next-Chapter Prediction) and a reward formulation (Verified Rewards via Completion Likelihood Improvement) that allows us to use an unlabeled book dataset as a learning signal for reasoning. We learn to reason over a story's condensed information and generate a detailed plan for the next chapter. Our reasoning is evaluated via the chapters it helps a story-generator create, and compared against non-trained and supervised finetuning (SFT) baselines. Pairwise human judgments reveal the chapters our learned reasoning produces are preferred across almost all metrics, and the effect is more pronounced in Scifi and Fantasy genres.
Measuring social bias in large language models (LLMs) is crucial, but existing bias evaluation methods struggle to assess bias in long-form generation. We propose a Bias Benchmark for Generation (BBG), an adaptation of the Bias Benchmark for QA (BBQ), designed to evaluate social bias in long-form generation by having LLMs generate continuations of story prompts. Building our benchmark in English and Korean, we measure the probability of neutral and biased generations across ten LLMs. We also compare our long-form story generation evaluation results with multiple-choice BBQ evaluation, showing that the two approaches produce inconsistent results.
Personalization has become essential for improving user experience in interactive writing and educational applications, yet its potential in story generation remains largely unexplored. In this work, we propose a novel two-stage pipeline for personalized story generation. Our approach first infers an author's implicit story-writing characteristics from their past work and organizes them into an Author Writing Sheet, inspired by narrative theory. The second stage uses this sheet to simulate the author's persona through tailored persona descriptions and personalized story writing rules. To enable and validate our approach, we construct Mythos, a dataset of 590 stories from 64 authors across five distinct sources that reflect diverse story-writing settings. A head-to-head comparison with a non-personalized baseline demonstrates our pipeline's effectiveness in generating high-quality personalized stories. Our personalized stories achieve a 75 percent win rate (versus 14 percent for the baseline and 11 percent ties) in capturing authors' writing style based on their past works. Human evaluation highlights the high quality of our Author Writing Sheet and provides valuable insights into the personalized story generation task. Notable takeaways are that writings from certain sources, such as Reddit, are easier to personalize than others, like AO3, while narrative aspects, like Creativity and Language Use, are easier to personalize than others, like Plot.
Story understanding and generation have long been a challenging task in natural language processing (NLP), especially when dealing with various levels of instruction specificity. In this paper, we propose a novel approach called "Weak to Strong Instruction Tuning" for improving story generation by tuning models with instructions of varying clarity. We explore the potential of large language models (LLMs) to adapt to different types of instructions, weak and strong, and show that our method significantly enhances performance in story comprehension and generation. By leveraging the strength of instruction tuning, we train models to understand the nuances of story plots, characters, and themes while generating coherent and engaging narratives. Through extensive experiments on several benchmark datasets and comparison with state-of-the-art baselines, we demonstrate that our method outperforms existing techniques, yielding substantial improvements in both automatic evaluation metrics and human evaluations. Our work shows that adaptive instruction tuning can be a powerful tool in refining generative models for complex narrative tasks.