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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Including a
Comprehensive Bibliography from 1975 to 2018. Journal of Literary Theory 12</journal-title>
      </journal-title-group>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Roleplay with Large Language Model-Based Characters: A Creative Writers Perspective</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Paolo Grigis</string-name>
          <email>paolo.grigis@student.unibz.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Antonella. De Angeli</string-name>
          <email>Antonella.deangeli@unibz.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Workshop</string-name>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>Artificial Intelligence, Creativity, Paradox of Fiction, Suspension of Disbelief</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Free University of Bozen-Bolzano</institution>
          ,
          <addr-line>Piazza Università 1, Bolzano, 39100</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>1975</year>
      </pub-date>
      <volume>49</volume>
      <fpage>03</fpage>
      <lpage>07</lpage>
      <abstract>
        <p>Recent advancements in large language models (LLMs) had a significant resonance in the artistic sector. As a result, numerous dialogue interfaces show potential applications for creative practices, of which creative writing is the focus of this paper. Although some studies have identified roleplaying with LLMs as a strategy to support artistic inspiration, there are still many open questions. For example, studies on how writers could employ LLMs based on roleplay with fictional characters require further investigation. To address this gap, we present a case study we are designing for the involvement of creative writers in roleplay interaction with LLMs. This study aims to provide training on how to use Faraday. dev, (a platform designed to create LLM-based characters). Subsequently, we will invite the writers to roleplay with their creations and complete a creative writing task. Collecting the prompt used to edit the characters, the chat logs between the writers and the characters, the final writing excerpts, and conducting follow-up interviews, we aim to gain insights on how LLM-based characters impact creative writing. Ultimately, this study seeks to inform the design of roleplay-based systems and enhance support for creative practice in the HCI domain. Joi is one of the central characters presented in the dystopic sci-fi universe of Blade Runner 2049. Despite aesthetically appearing as a young woman, in the narrative, she is just an AI hologram, a device designed to be a customisable romantic partner. Throughout the story, we witness Agent K, the main character, experience the relationship with Joi with a certain intensity. He, as the spectator, is fully aware that his partner is a commercial product. However, this does not prevent him from attributing thoughts, desires, and emotions to Joi. This does not make Agent K a fool. He knows the truth, but perhaps because of her ideal characteristics as a partner or his lack of sincere human contact with others, she suspends his disbelief. However, neither Joj nor Agent K exists. They are fictional characters created by talented scriptwriters to arouse intense emotions in the reader. Indeed, while reading a captivating novel, watching a movie, or a play, humans tend to empathise with characters unfolding within the stories. The suspension of critical judgement promotes the appreciation of fiction as the audience finds themselves emotionally absorbed in the narrative.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>2024 Copyright for this paper by its authors.
CEUR</p>
      <p>ceur-ws.org</p>
      <p>To document how this use could potentially impact creative writing, we are designing a case
study involving amateur and professional writers. We pose the following research question:
How could LLM-based characters contribute to creative writing?</p>
      <p>This paper is organised as follows. In section 2, we introduce the related work presenting the
concept of the paradox of fiction in interactive systems and connect it to the suspension of
disbelief. Section 3 describes the methodology we are developing to answer the research
questions. In this section, we focus on participants’ selection criteria, present the LLM character
training experience we are organising, and report methods of data collection and analysis. Finally,
in section 4, we present expected results and critical topics of investigation.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <p>There are meaningful philosophical and psychological discussions about the ontology of fictional
experiences, how they compare to real ones and their intensity [9, 16, 21]. Of particular relevance
for this study are the reflections on the paradox of fiction [21]. This concept was initially applied
to writing [14] and progressively to technological interactive media [13, 23]. According to Konrad
and colleagues [10], this term captures the contradictory nature of feeling moved by fictional
entities, arguing that the following three statements cannot be jointly true at the same time:
1.</p>
      <sec id="sec-2-1">
        <title>We have rational emotions towards fictional entities. 2. To have rational emotions towards an entity, we must believe that it exists. 3.</title>
      </sec>
      <sec id="sec-2-2">
        <title>We do not believe that fictitious entities exist.</title>
        <p>Whether the subject of our emotions is Anna Karenina or Joi, the same questions arise: Are the
emotions we feel for fictitious characters real? How do these emotions differ from those we feel
for real entities? To better understand this paradox, suspension of disbelief is a key element to
consider, as both are closely related concepts that address the relationship between fiction and
our emotional responses to it. Originally conceived in the 19th century as an act of “poetic faith”
promoted by the authors’ ability to imbue their work with “semblance of truth” [19], suspension
of disbelief is a fundamental principle in contemporary narrative. Despite the inherent
complexity in the definition, there is a general agreement that suspension of disbelief is a
necessary state for the audience to invest in the characters and events unfolding before them
emotionally [6]. Accordingly, there is no deception, but an implicit agreement between the
audience, the author, and the performer, who together conjure the experience. The connection
between these two concepts lies in the fact that suspension of disbelief is necessary for the
paradox of fiction to occur. For audiences to experience genuine emotions while engaging with
fiction, they must temporarily suspend their disbelief and invest emotionally in the characters
and events of the narrative, despite knowing they are not real.</p>
        <p>
          Moreover, as for the paradox of fiction, suspension of disbelief is often elicited by technology,
such as in movies [6], or interactive media such as video games [13], or social robots [5]. Unlike
non-interactive media, the active role of the people engaging with these systems allows them to
make choices and manipulate, within some limits, the fictional situation. At the same time, the
virtual environment emotionally affects the users, impacting the choices they make and their
actions. Right now, many AI-based commercial products are available on the market, and their
anthropomorphic design, is a key component of the interaction with the user [15]. There is
nothing new about the fascination that talking machines exert on humans [
          <xref ref-type="bibr" rid="ref1">1, 4</xref>
          ]. Not only is the
topic at the heart of science fiction, but it was also highlighted almost 60 years ago in computer
science [22]. However, improvements in the quality of LLMs natural language dialogue, whose
more and more resembles those of humans, foster new possibilities for interaction. For example,
a recent study suggested roleplay could be a source of inspiration for creative writers [8]. In the
study, obstacles in the interaction with LLMs were attributed to specific features of the system
such as the tendency to be politically correct, avoid taboo topics, and create the impression the
models were clumsy overall. Despite this, the playwriters decided to involve the system in
roleplay, sometimes ignoring these features and sometimes playing with them. Suspension of
disbelief was at the centre of the interaction, and supported the writers gathering artistic
inspiration [8]. There is a large corpus of research addressing game design [3, 17], which may
benefit the development of LLMs as a new interactive fiction medium. Similarly, some creative
writers searching for innovative artistic practices may be interested in discovering the nuances
of these systems.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Methodology</title>
      <p>To better understand how LLM-based characters could impact creative writing practice, we
propose to conduct a case study and analyse the results through qualitative methods. The study
will require the voluntary participation of 5-10 creative writers selected with the following
criteria: they must have documented amateur or professional experience as authors in writing
novels, poetry, screenplays, short stories, or prose. Participants will be invited to a two-session
training experience.</p>
      <sec id="sec-3-1">
        <title>3.1. Session one</title>
        <p>In the first session, we will present Faraday. dev, an application created to dialogue with
AIpowered characters. This system, supported by Cloud - Mythomax 13B (Llama 2), was fine-tuned
to support roleplaying and storytelling. The interface allows the creation of customisable
characters. To do so, the user defines basic instructions for the model in natural language,
describing the character persona, aesthetic, behaviour, and other relevant information (Figure 1).</p>
        <p>Moreover, the system allows defining a specific scenario where the interaction occurs and
provides a description (real or fictional) of the user. Modifying other models’ parameters (e.g.,
temperature, min-P, repeat penalty) is also possible. Subsequently, they will test the characters
they created by roleplaying with them through a chat interface. The purpose of session one is to
explain how to use Faraday, support the participants in creating interactive characters and make
them experience the outcome in a roleplay dynamic.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Session two</title>
        <p>Participants will be asked to complete a creative task, which consists of writing a dialogue/a short
story excerpt of 1800 words inspired by the interaction with the LLM-based character they
created. Finally, during a final collective discussion, every participant will present the character
created, explaining their choices and the ratio behind them. Moreover, they will be asked to read
their final work and comment on how the character was employed and how the roleplay impacted
the creation.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Data &amp; analysis</title>
        <sec id="sec-3-3-1">
          <title>During the training experience, we aim to collect the following data:</title>
          <p>1. The prompts created by the writers and used to edit the characters. We will ask
participants to provide a description of a fictional character. During the creation phase
they will try to adapt this description to make the model interpret the character. We
will then compare the first description with the final one. This data will be divided
according to the interface sections (character persona, user persona, scenario, etc.).
The descriptions will be analysed through inductive content analysis, allowing us to
identify similarities and differences.
2. We will collect the chat logs between the writers and the characters they created. We
expect to collect different sets of conversations with the characters and perform a
conversation analysis to document how roleplay interaction unfolds, especially
focusing on repair mechanisms and strategies used to resolve conversational
difficulties.
3. The final excerpts inspired by the roleplay will also be analysed through inductive
content analysis. This data could be the key to understanding the leap between
roleplay and artistic reworking.
4. We will conduct follow-up interviews with the participants. Through this data we aim
to give voice to the writers commenting the experience, highlighting limitations,
opportunities and expressing how they created their final scripts.</p>
          <p>Combining the analysis of these data we expect to perform a comprehensive thematic analysis
according to the general inductive approach [18]. Given that roleplaying with LLMs can be
considered a frontier practice in human-computer interaction, we believe that the inductive
method may be better suited to uncover the overall value of the experience.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Expected results &amp; discussion</title>
      <p>Conducting this case study, we aim to understand how roleplaying with LLM-based characters
can impact creative writing practice. Although previous documented experiences have
highlighted both limitations and opportunities of using these systems for writing [2, 7, 8, 12],
specific modalities of use, such as roleplay, still need to be investigated. Adopting an ad hoc model,
we want writers to play with the characters they created, expressing considerations on the entire
process, starting from creation through roleplay interaction and concluding with writing fiction.</p>
      <p>As in previous studies, we expect LLMs may show limitations in directly fulfilling creative
writing tasks[8]. However, we argue that suspension of disbelief could contribute to ignore those
features, granting the writers to gain inspiration through roleplaying with the character they
created. We speculate that emotional engagement with the characters, fostered by suspension of
disbelief, could be useful to support creative inspiration, and the data we aim to collect could
contribute to understanding how. The data could also contribute to understanding if and how the
paradox of fiction affects the interaction between creatives and AI-systems acting and behaving
as defined characters. Moreover, this research could highlight exciting insights about the role of
anthropomorphism of technological entities.</p>
      <p>This study aims to identify which nuances support the process specifically, and to develop
ideas to amplify the creative utility of LLM. We expect this study to provide suggestions on how
to improve the design of new roleplay-based systems and open trajectories for supporting
creative practice in the HCI domain.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Limitations</title>
      <p>Given the rapid developments in LLMs, it is possible that the model used for research will soon
be obsolete. However, subsequent studies could investigate different models and specialisations.
Furthermore, as we noted in our previous study, the digital skills of the participants could have
an impact on performance. It is therefore necessary to support participants in learning and using
the system.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgements References</title>
      <p>This work was supported by a Ph.D. grant awarded by the European Commission under the
NextGeneration EU program (Mission 4, Component 2 - Investment 3.3 - call for tender No. 351
of 09/04/2022 of the Italian Ministry of University and Research).</p>
    </sec>
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