REVIEW 4 major objections 6 minor 78 references
Facilitating Video Story Interaction with Multi-Agent Collaborative System
T0 review · 4 major / 6 minor · reviewed 2026-08-16 · deepseek-v4-flash
Pith's one-line read A multi-agent system lets viewers chat with video-story characters that appear to grow and evolve across story stages.
desk verdict A genuinely useful design space and prototype for interactive video storytelling, but the headline 'emergent character growth' claim is largely a product of the stage-dependent retrieval design and needs a control condition before it can be taken at face value. read the letter →
The pith
A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.
The reading
What carries the argument
The load-bearing mechanism is the stage-conditioned generation loop defined by Equations 3 and 4: a RAGAgent computes stage-specific context $C_{stage_i}$ as a chunked retrieval from vision, audio, and plot text, then each character agent produces $O_{character_i} = LLM(C_{stage_i}+Q_{User}+P_{character_i}+I_{MAS_i})$. The interaction memory stream records each user query and each character's reply so that later rounds are conditioned on prior dialogue. The growth potential is conceptually defined by Equation 2, $d(growth)=f'(stage)\cdot d(stage)$, making character change a function of narrative stage by construction.
What would settle it
A reader could test this by asking the same question at two stages and swapping the retrieved stage contexts: if responses still look stage-coherent, or if users cannot identify which stage a response came from, then the growth effect is driven by retrieval prompts rather than by the characters' accumulated narrative state.
Extended reading notes
Core claim
The central claim is that retrieval-augmented generation combined with a multi-agent system lets a fixed video story support open-ended, stage-aware dialogue with characters that appear to grow. Each narrative stage has its own interaction space; a RAGAgent retrieves stage-specific chunks of plot, dialogue, and visual description for the user's question, and character agents answer from that context, so the same question asked in stage 1 and stage 5 draws on different knowledge and yields different self-descriptions. The paper interprets these differences as emergent social behavior and growth, using objective self-awareness theory to classify them as knowledge accumulation, awareness of others, self-awareness, and relationship awareness. It reports that 18 users rated the character-growth and scene-customization modules highest and that participants familiar with the story observed stage-consistent changes in Harry's and Hermione's responses.
Load-bearing premise
The load-bearing premise is that the stage-dependent variation in the characters' answers is genuine evidence of psychological growth rather than an effect of swapping which story facts are placed in front of the language model.
Editorial extensions
If this is right
- Open-ended questions can replace fixed choice points: users ask what they want, and the RAGAgent retrieves the stage-specific context needed for an in-character answer.
- Characters diverge: the same question produces different answers from the same character at different stages and from different characters at the same stage, which users read as growth and personality.
- Dialogue can drive visualization: a scene mentioned in chat can be expanded, re-perspectived, or given biography in WebVR, so the user's own assumptions become visible.
- The approach works on existing films with fixed plots, such as Harry Potter, without rewriting the narrative.
- Stage-wise interaction spaces let users experience the story as a progression and notice changes between stages, which was the most highly rated function in the user study.
Reading between the lines
- If the growth effect is mostly a retrieval effect, the architecture should reproduce perceived character growth on any serialized story, so a direct test is to run the same design on a non-Harry-Potter corpus and measure whether users report growth without the authors' chosen story.
- A stronger causal test than the paper reports would scramble stage labels: asking the same question with stage-1 context mislabeled as stage-5 and vice versa, then asking users to judge which stage each response belongs to.
- The interaction memory stream is session-local; the paper does not give characters persistent memory of one user across days, so a natural extension is to make growth user-specific: a character that remembers prior conversations with the same viewer and changes accordingly.
- The same stage-conditioned character design could transfer to educational or biographical interaction, where 'stage' is a curriculum or a life period, though the paper only gestures at children's learning in the discussion.
Signed reviews
Editorial analysis
A structured set of objections, weighed in public.
Referee Report
Summary. The paper describes an interactive video-story system that combines a vision-language model (VLM) for video understanding, retrieval-augmented generation (RAG), and a multi-agent system (MAS) to let users chat with characters at different narrative stages and to customize story scenes. The system is applied to the first two Harry Potter films, with narrative data divided into five stages. The authors report a formative interview study with 12 experts, a user study with 18 participants, and case examples intended to show emergent character growth and social behavior. The central claim, stated in the abstract and conclusion, is that the system effectively portrays emergent character social behavior and growth and enhances the interactive experience.
Significance. If the central claim were fully supported, the system would make a useful contribution to interactive storytelling and human-computer interaction by integrating machine video understanding, retrieval-augmented generation, and multi-agent role-play in a single workflow. The formative study, the concrete system implementation, and the qualitative user feedback are valuable design resources, and the paper is commendably explicit about several limitations, including model hallucination, limited VLM visual understanding, and the need for further work on perceived character growth. However, the evidence presented does not yet distinguish system-designed stage-dependent retrieval from genuine, emergent character development, which is the load-bearing part of the claimed contribution.
major comments (4)
- [Section 5.2.2, Eqs. (2)-(4)] The claim of emergent character growth is largely guaranteed by construction. Equation 3 defines the context C_stage_i as chunks retrieved for a specific story stage, Equation 4 makes the character output O_character_i depend directly on C_stage_i, and Equation 2 defines d(growth) = f'(stage) * d(stage). Any change in retrieved context therefore produces a change in output that the paper labels as growth. The case study in Section 6.2 (Figure 10), such as the stage-1 versus stage-5 answer to "Who is Dobby?", demonstrates knowledge accumulation in the retrieval corpus, not necessarily psychological development of the character. To support the abstract and conclusion claims, the authors should add a control condition that separates retrieval-driven knowledge updating from character-level developmental change, for example by comparing against a no-RAG condition, a shuffled-stage retrieval condition, or repeated questions within the same stage.
- [Section 7.2-7.3, Table 1 and Figure 15] The user evaluation does not include any baseline condition or statistical comparison. With 18 participants, a 7-point Likert questionnaire, and follow-up interviews, the ratings shown in Figures 14-15 can support qualitative usability insights but cannot by themselves establish that the system "effectively portrays emergent character social behavior and growth." The paper also reports in Section 7.3 that model hallucination tends to make character responses converge or include irrelevant information, and Figure 15 shows a large standard deviation for the "difference in persona of different characters is noticeable" item. These observations weaken the strong claim and should be addressed either with additional comparative data or with a more circumscribed statement of what the user study actually demonstrates.
- [Section 7.4.1] The paper's own analysis shows that perceived character growth depends on the user's prior familiarity with the story and on the order of stages experienced. Specifically, users who had only read part of the story "often struggle to discern the characters' growth," users who had never seen the film mainly perceive knowledge accumulation, and users who were almost completely familiar perceive self-awareness and other-awareness. This indicates that the reported growth may be substantially driven by the user's external knowledge and the stage-ordering of the interface, rather than by an intrinsic, emergent property of the agent. The authors should either control for familiarity and stage order in the analysis or qualify the growth claim accordingly.
- [Section 6.2] The classification of character responses into knowledge accumulation, other-awareness, self-awareness, and relationship awareness is presented as evidence of social behavior, but the coding procedure is not described. No coding scheme, inter-rater reliability measure, or systematic sampling method is given, so it is unclear how the categories were applied and whether they are reproducible. Since this classification is the main evidence for the "social behavior" component of the central claim, the authors should provide a transparent coding protocol or reframe the four categories as illustrative observations rather than measured outcomes.
minor comments (6)
- [Section 4.2] There is a grammatical error in the sentence "The dialogue extracted from raw movie By applying the 'moviepy' library," and the audio extraction step should be described in a complete, proofread sentence.
- [Section 3.2] Several bullets under "Task" contain incomplete expressions with missing symbols, such as "Characters & Conflict + ," and "Plot + ," which makes the mapping between tasks and narrative elements difficult to follow. These should be fixed before publication.
- [Section 5.2.2, Eq. (2)] The function f(stage) appearing in Eq. (2) is not formally defined. The authors should state what f represents, how it is computed, and whether it is a theoretical device or an implemented quantity in the system.
- [Section 5.2.2, Eq. (3)] Equation 3 writes C_stage_i as a sum over Chunk_j but does not specify the range of j or the relationship between chunks and stages. Clarifying this notation would help readers understand how retrieval exactly selects stage-specific context.
- [Figure 15] The text says the right side shows mean and standard deviation for each question, but the figure does not display numerical values or error bars, and the main text does not report the actual means and standard deviations. Reporting these numbers in a table would make the evaluation results concrete.
- [Section 8.1.2] The sentence "all 8 users mentioned" appears inconsistent with the stated participant count of 18. Please check whether this refers to a subset and clarify the wording.
Circularity Check
The central 'emergent character growth' claim reduces by construction to stage-dependent RAG retrieval: Eq. (2) defines growth as a function of stage, Eqs. (3)-(4) make every character response a function of the stage-specific context, and the Section 6.2 case study then exhibits the stage differences the architecture guarantees.
-
self definitional
[Section 5.2.2, Equations (2)-(4); Section 6.2, Figure 10]
"Definition. We define growth potential as a continuous function that evolves with the video’s narrative stages, represented by Equation 2. ... 𝑑(𝑔𝑟𝑜𝑤𝑡ℎ) = 𝑓′(𝑠𝑡𝑎𝑔𝑒)· 𝑑(𝑠𝑡𝑎𝑔𝑒) (2) ... 𝐶𝑠𝑡𝑎𝑔𝑒 𝑖 = ∑Chunk𝑗 (3) 𝑂𝑐ℎ𝑎𝑟𝑎𝑐𝑡𝑒𝑟 𝑖 = LLM(𝐶𝑠𝑡𝑎𝑔𝑒 𝑖+𝑄𝑈𝑠𝑒𝑟 +𝑃𝑐ℎ𝑎𝑟𝑎𝑐𝑡𝑒𝑟 𝑖+𝐼𝑀𝐴𝑆𝑖) (4)"
Equation 2 defines character growth as a function of narrative stage, and Equations 3-4 make the retrieved context, and therefore every character response, stage-dependent by construction. The Section 6.2 case study then shows exactly that stage-dependence: asking 'Who is Dobby?' yields 'We haven't encountered him yet' at Stage 1 and a detailed house-elf biography at Stage 5 because the RAGAgent retrieves different stage-specific chunks. That variation is guaranteed by the architecture and demonstrates knowledge accumulation in the retrieval corpus, not a separately observed emergent psychological development. Labeling the guaranteed variation 'growth' and offering it as evidence of emergent behavior is a definitional consequence of the design, not an independent result.
-
renaming known result
[Section 6.2, paragraphs after Figure 10; Section 7.3, Character paragraph]
"Drawing on Objective Self-Awareness Theory [35, 57] from Social and Personality Psychology, we classified these behaviors into four categories. ... In comparing (2a) and (2b), characters evolve in their understanding of others’ intentions and emotions. ... Almost all users observed that the characters grew as the story progressed through different types of questions, including knowledge growth and self-awareness, which we will discuss in detail in section 7.4.1."
The four categories in Section 6.2 are labels applied to exactly the variation Equations 3-4 produce: stage-specific retrieval changes the information available to the LLM, and the outputs differ accordingly. The 'evolve' language in the case study adds no evidence beyond that context swap; it renames architectural stage-dependence as psychological growth. The user-study observation cited in Section 7.3 is likewise the perception of the built-in stage-conditioning, measured without a baseline such as no-RAG, shuffled-stage, or repeated same-stage questions, so the reported 'growth' is a perception check of the design rather than validation of emergence. The paper's own Section 8.3.3 concedes that 'the user's perception of character growth still needs attention.'
full rationale
The paper is largely self-contained and does not rely on any load-bearing self-citation chain or imported uniqueness theorem; the formative interviews, RAG pipeline, and scene-customization contributions are independent of the circularity concern. However, the headline claim of 'emergent character social behavior and growth' is partially circular by construction. Equation 2 defines d(growth) as a function of stage, Equations 3-4 make the retrieved context and hence every character response stage-dependent, and Section 6.2's cases illustrate exactly the variation the architecture guarantees. The user study's growth ratings measure users' perception of this engineered stage-dependence, with no baseline that could distinguish retrieval-content accumulation from psychological growth, and the paper itself flags in Section 8.3.3 that perception of character growth still needs attention. The scene customization and general system-usability contributions are not circular, but the central emergence claim is, in its current form, a designed consequence rather than an independently observed phenomenon. Score 7 reflects this partial but central circularity.
Assumptions & free parameters
free parameters (4)
- Story stage divisions =
5 stages hand-selected from Harry Potter movies 1-2
- Keyframe sampling interval =
Not specified
- RAG chunk count and retrieval threshold =
Not specified
- Agent prompt templates =
Bespoke, not released
assumptions (5)
- domain assumption The six-elements narrative theory (plot, theme, setting, character, perspective, conflict) is an adequate basis for structuring user intentions in video story interaction.
- domain assumption Objective Self-Awareness Theory categories can be applied to classify LLM-generated character responses.
- domain assumption GPT-4-vision descriptions of keyframes are sufficiently accurate for story understanding.
- standard math Embedding similarity retrieval returns context relevant to user intent.
- domain assumption LLM role-play output reliably reflects the target character's personality at a given story stage.
invented entities (4)
-
RAGAgent
-
Character Agent with Growth Potential
-
Interaction Space
-
Trans-Temporal Sharing
Cite this review
Pith. "Pith review of Facilitating Video Story Interaction with Multi-Agent Collaborative System." pith.science (2026). https://pith.science/paper/JEHYHUUC
@misc{pith2026250503807,
author = {Pith},
title = {Pith review of: Facilitating Video Story Interaction with Multi-Agent Collaborative System},
year = {2026},
howpublished = {\url{https://pith.science/paper/JEHYHUUC}},
note = {Machine review of arXiv:2505.03807}
}
read the original abstract
Video story interaction enables viewers to engage with and explore narrative content for personalized experiences. However, existing methods are limited to user selection, specially designed narratives, and lack customization. To address this, we propose an interactive system based on user intent. Our system uses a Vision Language Model (VLM) to enable machines to understand video stories, combining Retrieval-Augmented Generation (RAG) and a Multi-Agent System (MAS) to create evolving characters and scene experiences. It includes three stages: 1) Video story processing, utilizing VLM and prior knowledge to simulate human understanding of stories across three modalities. 2) Multi-space chat, creating growth-oriented characters through MAS interactions based on user queries and story stages. 3) Scene customization, expanding and visualizing various story scenes mentioned in dialogue. Applied to the Harry Potter series, our study shows the system effectively portrays emergent character social behavior and growth, enhancing the interactive experience in the video story world.
Figures
Figures from the paper (12 more)
Reference graph
Works this paper leans on
- [1]
-
[2]
Michael Ahn, Debidatta Dwibedi, Chelsea Finn, Montse Gonzalez Arenas, Keerthana Gopalakrishnan, Karol Hausman, Brian Ichter, Alex Irpan, Nikhil Joshi, Ryan Julian, et al. 2024. Autort: Embodied foundation models for large scale orchestration of robotic agents. arXiv preprint arXiv:2401.12963 (2024)
arXiv 2024
-
[3]
Jens B Asendorpf and Pierre-Marie Baudonnière. 1993. Self-awareness and other-awareness: Mirror self-recognition and synchronic imitation among unfamiliar peers. Developmental Psychology 29, 1 (1993), 88
work page 1993
-
[4]
Craig Caldwell. 2020. What we talk about, when we talk about story. In ACM SIGGRAPH 2020 Courses. 1–15
work page 2020
-
[5]
Monica Callahan. 2019. Presenting foreshadowing
work page 2019
-
[6]
Edwin Catmull. 2008. How Pixar fosters collective creativity . Harvard Business School Publishing Boston, MA
work page 2008
-
[7]
Chi-Min Chan, Weize Chen, Yusheng Su, Jianxuan Yu, Wei Xue, Shanghang Zhang, Jie Fu, and Zhiyuan Liu. [n. d.]. ChatEval: Towards Better LLM-based Evaluators through Multi-Agent Debate. In The Twelfth International Conference on Learning Representations
-
[8]
Dake Chen, Hanbin Wang, Yunhao Huo, Yuzhao Li, and Haoyang Zhang. 2023. Gamegpt: Multi-agent collaborative framework for game development. arXiv preprint arXiv:2310.08067 (2023)
arXiv 2023
Show all 78 references
-
[9]
Jenova Chen. 2007. Flow in games (and everything else). Commun. ACM 50, 4 (2007), 31–34
2007
-
[10]
Nuo Chen, Yan Wang, Haiyun Jiang, Deng Cai, Yuhan Li, Ziyang Chen, Longyue Wang, and Jia Li. 2022. Large Language Models Meet Harry Potter: A Bilingual Dataset for Aligning Dialogue Agents with Characters. arXiv preprint arXiv:2211.06869 (2022)
2022 arXiv
-
[11]
Weize Chen, Yusheng Su, Jingwei Zuo, Cheng Yang, Chenfei Yuan, Chen Qian, Chi-Min Chan, Yujia Qin, Yaxi Lu, Ruobing Xie, et al. 2023. Agentverse: Facilitating multi-agent collaboration and exploring emergent behaviors in agents. arXiv preprint arXiv:2308.10848 (2023)
2023 arXiv
-
[12]
Yuheng Cheng, Ceyao Zhang, Zhengwen Zhang, Xiangrui Meng, Sirui Hong, Wenhao Li, Zihao Wang, Zekai Wang, Feng Yin, Junhua Zhao, et al
-
[13]
Seongho Choi, Kyoung-Woon On, Yu-Jung Heo, Ahjeong Seo, Youwon Jang, Minsu Lee, and Byoung-Tak Zhang. 2021. Dramaqa: Character-centered video story understanding with hierarchical qa. In Proceedings of the AAAI Conference on Artificial Intelligence , Vol. 35. 1166–1174. Manusc...
2021
-
[14]
Bhavya Chopra, Khushali Verma, Sonali Singhal, and Utsav Singla. 2021. Reality Tales: Facilitating User-Character Interaction with Immersive Storytelling. In Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems . 1–7
2021
-
[15]
Yun-Shiuan Chuang, Nikunj Harlalka, Siddharth Suresh, Agam Goyal, Robert Hawkins, Sijia Yang, Dhavan Shah, Junjie Hu, and Timothy T Rogers
-
[16]
Mihaly Czikszentmihalyi. 1990. Flow: The psychology of optimal experience . New York: Harper & Row
1990
-
[17]
In Proceedings of the Annual Meeting of the Cognitive Science Society , Vol
The Wisdom of Partisan Crowds: Comparing Collective Intelligence in Humans and LLM-based Agents. In Proceedings of the Annual Meeting of the Cognitive Science Society , Vol. 46
-
[18]
Qingxiu Dong, Lei Li, Damai Dai, Ce Zheng, Zhiyong Wu, Baobao Chang, Xu Sun, Jingjing Xu, and Zhifang Sui. 2022. A survey on in-context learning. arXiv preprint arXiv:2301.00234 (2022)
2022 arXiv
-
[19]
Sohail Dahdal. 2020. The illusive ludonarrativity and the problem with emergent interactive storytelling models in interactive movies. Journal of Digital Media & Interaction 3, 6 (2020), 17–33
2020
-
[20]
Zane Durante, Qiuyuan Huang, Naoki Wake, Ran Gong, Jae Sung Park, Bidipta Sarkar, Rohan Taori, Yusuke Noda, Demetri Terzopoulos, Yejin Choi, et al. 2024. Agent ai: Surveying the horizons of multimodal interaction. arXiv preprint arXiv:2401.03568 (2024)
2024 arXiv
-
[21]
Yihong Dong, Xue Jiang, Zhi Jin, and Ge Li. 2023. Self-collaboration code generation via chatgpt. arXiv preprint arXiv:2304.07590 (2023)
2023 arXiv
-
[22]
Pablo Gervás. 2009. Computational approaches to storytelling and creativity. AI Magazine 30, 3 (2009), 49–49
2009
-
[23]
Yunfan Gao, Yun Xiong, Xinyu Gao, Kangxiang Jia, Jinliu Pan, Yuxi Bi, Yi Dai, Jiawei Sun, and Haofen Wang. 2023. Retrieval-augmented generation for large language models: A survey. arXiv preprint arXiv:2312.10997 (2023)
2023 arXiv
-
[24]
Sun Hang and Mustaffa Halabi Azahari. 2023. Interactive movie in digital era: A systematic literature review. (2023)
2023
-
[25]
Taicheng Guo, Xiuying Chen, Yaqi Wang, Ruidi Chang, Shichao Pei, Nitesh V Chawla, Olaf Wiest, and Xiangliang Zhang. 2024. Large language model based multi-agents: A survey of progress and challenges. arXiv preprint arXiv:2402.01680 (2024)
2024 arXiv
-
[26]
Wenyue Hua, Lizhou Fan, Lingyao Li, Kai Mei, Jianchao Ji, Yingqiang Ge, Libby Hemphill, and Yongfeng Zhang. 2023. War and peace (waragent): Large language model-based multi-agent simulation of world wars. arXiv preprint arXiv:2311.17227 (2023)
2023 arXiv
-
[27]
Sirui Hong, Xiawu Zheng, Jonathan Chen, Yuheng Cheng, Jinlin Wang, Ceyao Zhang, Zili Wang, Steven Ka Shing Yau, Zijuan Lin, Liyang Zhou, et al. 2023. Metagpt: Meta programming for multi-agent collaborative framework. arXiv preprint arXiv:2308.00352 (2023)
2023 arXiv
-
[28]
Qingqiu Huang, Yu Xiong, Anyi Rao, Jiaze Wang, and Dahua Lin. 2020. Movienet: A holistic dataset for movie understanding. In Computer Vision–ECCV 2020: 16th European Conference, Glasgow, UK, August 23–28, 2020, Proceedings, Part IV 16 . Springer, 709–727
2020
-
[29]
Qiuyuan Huang, Naoki Wake, Bidipta Sarkar, Zane Durante, Ran Gong, Rohan Taori, Yusuke Noda, Demetri Terzopoulos, Noboru Kuno, Ade Famoti, et al. 2024. Position Paper: Agent AI Towards a Holistic Intelligence. arXiv preprint arXiv:2403.00833 (2024)
2024 arXiv
-
[30]
Afzal Hussain, Haad Shakeel, Faizan Hussain, Nasir Uddin, and Turab Latif Ghouri. 2020. Unity game development engine: A technical survey. Univ. Sindh J. Inf. Commun. Technol 4, 2 (2020), 73–81
2020
-
[31]
Yu Huang. 2024. Levels of AI Agents: from Rules to Large Language Models. arXiv preprint arXiv:2405.06643 (2024)
2024 arXiv
-
[32]
Rensis Likert. 1932. A technique for the measurement of attitudes. Archives of psychology (1932)
1932
-
[33]
Tian Liang, Zhiwei He, Jen-tes Huang, Wenxuan Wang, Wenxiang Jiao, Rui Wang, Yujiu Yang, Zhaopeng Tu, Shuming Shi, and Xing Wang. 2023. Leveraging Word Guessing Games to Assess the Intelligence of Large Language Models. arXiv preprint arXiv:2310.20499 (2023)
2023 arXiv
-
[34]
Chang Liu, Armin Shmilovici, and Mark Last. 2020. Towards story-based classification of movie scenes. PloS one 15, 2 (2020), e0228579
2020
-
[35]
Shuhang Lin, Wenyue Hua, Lingyao Li, Che-Jui Chang, Lizhou Fan, Jianchao Ji, Hang Hua, Mingyu Jin, Jiebo Luo, and Yongfeng Zhang. 2024. BattleAgent: Multi-modal Dynamic Emulation on Historical Battles to Complement Historical Analysis. arXiv preprint arXiv:2404.15532 (2024)
2024 arXiv
-
[36]
Jiaying Lu, Bo Pan, Jieyi Chen, Yingchaojie Feng, Jingyuan Hu, Yuchen Peng, and Wei Chen. 2024. AgentLens: Visual Analysis for Agent Behaviors in LLM-based Autonomous Systems. arXiv preprint arXiv:2402.08995 (2024)
2024 arXiv
-
[37]
Manuel London, Valerie I Sessa, and Loren A Shelley. 2023. Developing self-awareness: Learning processes for self-and interpersonal growth. Annual Review of Organizational Psychology and Organizational Behavior 10 (2023), 261–288
2023
-
[38]
Weiyu Ma, Qirui Mi, Xue Yan, Yuqiao Wu, Runji Lin, Haifeng Zhang, and Jun Wang. 2023. Large language models play starcraft ii: Benchmarks and a chain of summarization approach. arXiv preprint arXiv:2312.11865 (2023)
2023 arXiv
-
[39]
Lynshao Celina Ma. 2023. Enriched Story Experiences with a New Video Interaction Model. (2023)
2023
-
[40]
Tula Masterman, Sandi Besen, Mason Sawtell, and Alex Chao. 2024. The Landscape of Emerging AI Agent Architectures for Reasoning, Planning, and Tool Calling: A Survey. arXiv preprint arXiv:2404.11584 (2024)
2024 arXiv
-
[41]
David March, Julia Múgica, Ezequiel E Ferrero, and M Carmen Miguel. 2023. Honeybee-like collective decision making in a kilobot swarm. arXiv preprint arXiv:2310.15592 (2023)
2023 arXiv
-
[42]
Robert McKee. 1997. Substance, structure, style, and the principles of screenwriting. Alba Editorial (1997)
1997
-
[43]
The road not taken
Grzegorz Maziarczyk. 2023. “The road not taken”: an interactive film between narrative and database. New Review of Hypermedia and Multimedia 29, 1 (2023), 56–71
2023
-
[44]
Stanley Milgram and Christian Gudehus. 1974. Obedience to authority
1974
-
[45]
Stanley Milgram. 1963. Behavioral study of obedience. The Journal of abnormal and social psychology 67, 4 (1963), 371
1963
-
[46]
Janet H Murray. 2018. Research into interactive digital narrative: a kaleidoscopic view. In Interactive Storytelling: 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, Dublin, Ireland, December 5–8, 2018, Proceedings 11 . Springer, 3–17. Manuscript...
2018
-
[47]
Shervin Minaee, Tomas Mikolov, Narjes Nikzad, Meysam Chenaghlu, Richard Socher, Xavier Amatriain, and Jianfeng Gao. 2024. Large language models: A survey. arXiv preprint arXiv:2402.06196 (2024)
2024 arXiv
-
[48]
Joon Sung Park, Joseph O’Brien, Carrie Jun Cai, Meredith Ringel Morris, Percy Liang, and Michael S Bernstein. 2023. Generative agents: Interactive simulacra of human behavior. In Proceedings of the 36th Annual ACM Symposium on User Interface Software and Technology . 1–22
2023
-
[49]
Chang-Jun Nan, Kyung-Min Kim, and Byoung-Tak Zhang. 2015. Social network analysis of TV drama characters via deep concept hierarchies. In Proceedings of the 2015 IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining 2015 . 831–836
2015
-
[50]
Chen Qian, Wei Liu, Hongzhang Liu, Nuo Chen, Yufan Dang, Jiahao Li, Cheng Yang, Weize Chen, Yusheng Su, Xin Cong, et al. 2024. Chatdev: Communicative agents for software development. In Proceedings of the 62nd Annual Meeting of the Association for Computational Linguistics (Vo...
2024
-
[51]
Celia Pearce. 1994. The ins & outs of non-linear storytelling. ACM SIGGRAPH Computer Graphics 28, 2 (1994), 100–101
1994
-
[52]
Mark O Riedl and Robert Michael Young. 2010. Narrative planning: Balancing plot and character. Journal of Artificial Intelligence Research 39 (2010), 217–268
2010
-
[53]
Priyanka Ranade and Anupam Joshi. 2023. FABULA: Intelligence Report Generation Using Retrieval-Augmented Narrative Construction. arXiv preprint arXiv:2310.13848 (2023)
2023 arXiv
-
[54]
Marie-Laure Ryan. 2015. Narrative as virtual reality 2: Revisiting immersion and interactivity in literature and electronic media . JHU press
2015
-
[55]
Christian Roth and Hartmut Koenitz. 2019. Bandersnatch, yea or nay? Reception and user experience of an interactive digital narrative video. In Proceedings of the 2019 ACM International Conference on Interactive Experiences for TV and Online Video . 247–254
2019
-
[56]
Yunfan Shao, Linyang Li, Junqi Dai, and Xipeng Qiu. 2023. Character-LLM: A Trainable Agent for Role-Playing. arXiv:2310.10158 [cs.CL]
2023 arXiv
-
[57]
Claude Elwood Shannon. 1948. A mathematical theory of communication. The Bell system technical journal 27, 3 (1948), 379–423
1948
-
[58]
Dushyant Somvanshi. 2023. Audio-Visual Storytelling Through Immersive Media and its Impact: A Critical Literature Review. European Chemical Bulletin (2023)
2023
-
[59]
Paul J Silvia and T Shelley Duval. 2001. Objective self-awareness theory: Recent progress and enduring problems. Personality and social psychology review 5, 3 (2001), 230–241
2001
-
[60]
Yuzuru Tanahashi and Kwan-Liu Ma. 2012. Design considerations for optimizing storyline visualizations. IEEE Transactions on Visualization and Computer Graphics 18, 12 (2012), 2679–2688
2012
-
[61]
Mengdi Sun, Ligan Cai, Weiwei Cui, Yanqiu Wu, Yang Shi, and Nan Cao. 2022. Erato: Cooperative data story editing via fact interpolation. IEEE Transactions on Visualization and Computer Graphics 29, 1 (2022), 983–993
2022
-
[62]
Kirti Verma, Sateesh Kourav, Mukul Jangid, Uma Sahu, and Neeraj Shivhare. 2023. Research on Finite State Machine and Its Real Life Time Applications. (12 2023)
2023
-
[63]
Marian F Ursu, Maureen Thomas, Ian Kegel, Doug Williams, Mika Tuomola, Inger Lindstedt, Terence Wright, Andra Leurdijk, Vilmos Zsombori, Julia Sussner, et al. 2008. Interactive TV narratives: Opportunities, progress, and challenges. ACM Transactions on Multimedia Computing, Co...
2008
-
[64]
Guanzhi Wang, Yuqi Xie, Yunfan Jiang, Ajay Mandlekar, Chaowei Xiao, Yuke Zhu, Linxi Fan, and Anima Anandkumar. [n. d.]. Voyager: An Open-Ended Embodied Agent with Large Language Models. Transactions on Machine Learning Research ([n. d.])
-
[65]
Paul Vicol, Makarand Tapaswi, Lluis Castrejon, and Sanja Fidler. 2018. Moviegraphs: Towards understanding human-centric situations from videos. In Proceedings of the IEEE conference on computer vision and pattern recognition . 8581–8590
2018
-
[66]
Zhan Wang, Lin-Ping Yuan, Liangwei Wang, Bingchuan Jiang, and Wei Zeng. 2024. Virtuwander: Enhancing multi-modal interaction for virtual tour guidance through large language models. In Proceedings of the CHI conference on human factors in computing systems . 1–20
2024
-
[67]
Zhenhailong Wang, Shaoguang Mao, Wenshan Wu, Tao Ge, Furu Wei, and Heng Ji. 2023. Unleashing the emergent cognitive synergy in large language models: A task-solving agent through multi-persona self-collaboration. arXiv preprint arXiv:2307.05300 (2023)
2023 arXiv
-
[68]
Patricia H Werhane. 2019. The rashomon effect. Systems thinking and moral imagination: Rethinking Business Ethics with Patricia Werhane (2019), 335–343
2019
-
[69]
Chung-Yi Weng, Wei-Ta Chu, and Ja-Ling Wu. 2009. Rolenet: Movie analysis from the perspective of social networks. IEEE Transactions on Multimedia 11, 2 (2009), 256–271
2009
-
[70]
Minghao Wu, Yulin Yuan, Gholamreza Haffari, and Longyue Wang. 2024. (Perhaps) Beyond Human Translation: Harnessing Multi-Agent Collaboration for Translating Ultra-Long Literary Texts. arXiv preprint arXiv:2405.11804 (2024)
2024 arXiv
-
[71]
Guande Wu, Shunan Guo, Jane Hoffswell, Gromit Yeuk-Yin Chan, Ryan A Rossi, and Eunyee Koh. 2023. Socrates: Data Story Generation via Adaptive Machine-Guided Elicitation of User Feedback. IEEE Transactions on Visualization and Computer Graphics (2023)
2023
-
[72]
Zhiheng Xi, Yiwen Ding, Wenxiang Chen, Boyang Hong, Honglin Guo, Junzhe Wang, Dingwen Yang, Chenyang Liao, Xin Guo, Wei He, Songyang Gao, Lu Chen, Rui Zheng, Yicheng Zou, Tao Gui, Qi Zhang, Xipeng Qiu, Xuanjing Huang, Zuxuan Wu, and Yu-Gang Jiang. 2024. AgentGym: Evolving Larg...
2024 arXiv
-
[73]
Qingyun Wu, Gagan Bansal, Jieyu Zhang, Yiran Wu, Shaokun Zhang, Erkang Zhu, Beibin Li, Li Jiang, Xiaoyun Zhang, and Chi Wang. 2023. Autogen: Enabling next-gen llm applications via multi-agent conversation framework. arXiv preprint arXiv:2308.08155 (2023)
2023 arXiv
-
[74]
Xingchen Zeng, Ziyao Gao, Yilin Ye, and Wei Zeng. 2024. IntentTuner: An Interactive Framework for Integrating Human Intentions in Fine-tuning Text-to-Image Generative Models. In Proceedings of the CHI Conference on Human Factors in Computing Systems . 1–18
2024
-
[75]
Qi Xiaoliang. 2024. Time, Information and Artificial Intelligence. Physics 53, 6 (2024), 357–367
2024
-
[76]
Junhao Zheng, Shengjie Qiu, Chengming Shi, and Qianli Ma. 2024. Towards Lifelong Learning of Large Language Models: A Survey. arXiv preprint arXiv:2406.06391 (2024). Manuscript submitted to ACM
2024 arXiv
-
[77]
Qinlin Zhao, Jindong Wang, Yixuan Zhang, Yiqiao Jin, Kaijie Zhu, Hao Chen, and Xing Xie. 2023. Competeai: Understanding the competition behaviors in large language model-based agents. arXiv preprint arXiv:2310.17512 (2023). Manuscript submitted to ACM Facilitating Video Story ...
2023 arXiv
-
[2024]
arXiv preprint arXiv:2401.03428 (2024)
Exploring Large Language Model based Intelligent Agents: Definitions, Methods, and Prospects. arXiv preprint arXiv:2401.03428 (2024)
2024 arXiv
Reviewed August 16, 2026 · model on record in the stance chip above.
Discussion (0). Continue with ORCID to comment.