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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>UCD.ie (T. Veale)
! http://A#atus.UCD.ie/ (T. Veale)
!</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Flipping The Script: Complementary Modes of Story Generation in Comics</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Tony Veale</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>School of Computer Science</institution>
          ,
          <addr-line>Bel!eld, Dublin D4</addr-line>
          ,
          <country country="IE">Ireland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2025</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0003</lpage>
      <abstract>
        <p>An enduring Hollywood dictum tells !lmmakers to “Show, Don't Tell.” Cinema is primarily a visual medium, after all, and images stimulate our senses and our imaginations in di"erent ways from words and music. The comic strip is another form of sequential art that follows the Hollywood dictum, though it is more apt to say that comics show and tell, for if they are well-chosen, words can reinforce and complement the images, and vice versa. This paper considers the automated generation of comic strip narratives that serve a serious purpose, such as the unbiased presentation of di"erent sides of a contentious debate, or the teaching of a foreign language with a mix of text, image and audio. We explore two complementary approaches to the creation of comic narratives: in the !rst, the generation moves from plot to text to visually rendered story; in the second, which follows what is known as the “Marvel method” in the comics industry, a skeletal plot is !rst created and visualized, and only then is its textual substance (dialogue, descriptions, etc.) generated by an LLM with respect to this rendering.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;stori!cation</kwd>
        <kwd>comic strips</kwd>
        <kwd>serious comics</kwd>
        <kwd>the Marvel Method</kwd>
        <kwd>Small Language Models (SLMs)</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction: Show and Tell</title>
      <p>
        If a picture is worth a thousand words, as the old saw puts it, then what are we to make of
generative AI’s capacity for spinning complex and detail-rich images from prompts of just a
few words? The tacit key to this equation is imagination, and the degrees of generative freedom
it gives us. For just as words and images stimulate di"erent senses, they can stimulate the
imagination in di"erent ways. Sequential art forms like cinema and the comic strip o"er more
than a series of still images; as the images guide the eye, the words can tell us what to think, and
to feel, about what we are seeing [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. In cinema, the projector moves still images at a fast enough
speed to fool the eye into perceiving continuous motion; in a comic strip, the eye moves at its
own pace, from one still image (or “panel”) to the next [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. The white-space gutters between
panels also give more space to the imagination to insert itself into the interpretation process
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. This additional time to think is well suited to serious comics, whose aim is to encourage
readers to do just that, think, about a divisive topic or a learning goal. We present two kinds of
serious comics here, and explore two complementary approaches to their production.
      </p>
      <p>
        The !rst of these comic types concerns the balanced distillation of contentious debates on
social media. The intent is to create a comic that has something for each side of a debate,
which is to say, something to agree with and something to vehemently reject. By turning
debates into two-sided comics, we aim to pop the !lter bubbles that encourage opposing sides
to ignore and talk past one another [
        <xref ref-type="bibr" rid="ref4 ref5">4, 5</xref>
        ]. The second type has a more overtly educational
aim: to support the learning of a second language. Popular apps such as Duolingo gamify the
learning of language as an interactive experience, and comics can provide a complementary
form of learning material that can be enjoyed o#ine. The grounding of words in images is
ideally suited to demonstrations of word meaning in context, especially if this context is a
narrative one. A language-learning comic can illustrate meaning with apt emotions and actions,
as single-panel lessons or as stories that extend over many panels. We will use large language
models, or LLMs, to generate the text content for each of these comic types, and will explore
two ways of linking this content to the most apt visual assets. The !rst of these is also the most
obvious: once the text of a debate/story/lesson is produced by the LLM, it is segmented into a
sequence of narrative “beats,” and each beat is converted into a single panel. The LLM can help
in this conversion if its propensity to hallucinate is managed. In the second approach, a skeletal
plot is !rst generated using a symbolic story generator. This plot skeleton, or fabula, is then
provided to the LLM as a guide to story generation. If a mapping from the plot primitives of the
story generator to the visual assets of the comic generator already exists, then mapping the
LLM’s rich output into a suitable visual form becomes straightforwardly unambiguous.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. XML: Comic Specification vs. Comic Rendering</title>
      <p>From a publisher’s viewpoint, comics are a malleable commodity. They can be re-printed,
re-sized, re-coloured (or de-coloured, for black-and-white editions), re-structured (into smaller
chapters, or longer compilations) and re-ordered (as a part of new or revised chronologies). It
helps, therefore, to distinguish between the speci!cation of a comic and its actual rendering. An
XML schema can be used to express the composition of a comic in terms of its scenes, panels,
and panel elements (!gures, backdrops, balloons, speech, captions), and it may reference a set
of pre-generated visual assets from which these elements can be rendered.</p>
      <p>
        These assets — including images of characters in speci!c poses and expressing speci!c
emotions, or background images for panels — can be created on demand by text-to-image
di"usion models, or can form part of a pre-existing inventory of stock poses and backdrops
that are recombined as needed by the renderer [
        <xref ref-type="bibr" rid="ref10 ref6 ref7 ref8 ref9">6, 7, 8, 9, 10</xref>
        ]. Veale [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] de!ned the ComiXML
schema for this purpose, as part of a comics generator named Excelsior, that, in its earliest form,
converted stories produced by the Scéalextric story generator [
        <xref ref-type="bibr" rid="ref11 ref12">11, 12</xref>
        ] into comic strips. This
generator is grammar-based, and produces its skeletal plots by joining together triads of basic
plot actions, of which Scéalextric de!nes over 800 (such as love, kill, accuse) for use in 2000 or so
action triads (such as X fall_in_love_with Y : Y cheat_on X : X accuse Y). Excelsior simply maps
these basic actions to visual assets for setting (such as restaurant or hospital) and for poses (for
characters X and Y), stating their positions in a panel, so as to turn each action of a story into its
own panel within a comic. As Scéalextric de!nes lines of dialogue for each participant in every
action, this dialogue is directly transplanted from the story to the speech balloons of the comic.
      </p>
      <p>A ComiXML structure speci!es every element of a comic, from the de!nition of its named
characters (who have a gender and skin, hair and lip tones) to the order of panels within scenes
and of scenes within the comic. Each panel, in turn, can place up to three !gures against a
backdrop image, and speci!es the text to be uttered (or just thought) by each. A panel may also
specify text captions to be placed above and below the action within. In total, Excelsior provides
a stock of 500 or so poses and 500 or so backdrops for an XML speci!cation to reference. The
core tag set, which includes the tags →panel↑, →scene↑, →f igure↑, and →balloon↑, is small but
extensible. For example, the dialogue in language learning comics must be shown and spoken,
so an audio tag can specify a sound !le for use with a speech balloon.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Debate Comics: Why So Serious?</title>
      <p>Serious comics do not operate in the realm of pure !ction. Although they aim for novelty of
visual and linguistic presentation like any other comic, they must be constrained by shared
knowledge of the domain in which they operate. A comic for language-learning can invent
scenarios and stories for its lessons, but cannot invent new translations for the words and
phrases that comprise them. A serious comic that seeks to distill a debate about a hot-button
issue into a visual dialogue has considerable leeway in its choice of words and visual assets, but
must aim to re$ect what people are actually thinking. This requires knowledge of the domain.</p>
      <p>
        This knowledge is a mix of the general and the speci!c, of common sense and topical facts. It
is the former that allows a generator to grasp why certain facts can make one faction angry
and bitter but another optimistic and gleeful, and it is these emotional perspectives on the facts
that we want our comics to visualize. The system of [
        <xref ref-type="bibr" rid="ref10 ref13 ref14">10, 13, 14</xref>
        ] used di"erent sources for each
kind of knowledge. For its common-sense know-how it used an ontology of emotional frames
and associated patterns of hashtag formation (such as #cultOfX and #arrestX ). For its topical
knowledge it looked to Twitter (now X), either by trawling for a corpus of on-topic tweets
or by directly searching for hashtags suggested by the ontology. Many of the tags suggested
for topic x by the ontology will not be in use on Twitter within the one-week cut-o" of its
free search API, so [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] de!ned a tree-pruning approach to e%ciently search for a large set of
tags with the fewest API calls. The one-week search horizon is notionally a limitation, but it
proves to be a feature, ensuring all matching tag uses are recent. These tags are linked to the
ontology entries that suggested them, so they can be understood in terms of the ontology’s own
frames, speci!cally how one frame relates to others. The relations between ontology frames
(e.g., between disappointment and anger, or between joy and optimism) allow the generator to
construct a simple story arc in which debate !gures move from one emotional state to the next.
The ontology also associates dialogue templates (with slots for the topic x) with each frame, so
it is a simple matter to generate the speech balloons for the resulting comic strip.
      </p>
      <p>
        The split between a generic ontology and speci!c topics serves Excelsior well, allowing it
produce comics for a wide range of contentious issues. Yet the generic nature of its framing and
its dialogue can make those di"erent comics look and sound very similar, and so its outputs
soon appear formulaic and staid. An LLM can generate fresh dialogue for each panel, if it is
prompted with the ontology’s own framing as a guide. Alternatively, an LLM can generate
all of the substance of a comic, from the talking points its characters will debate to the lines
they will utter. A large LLM will have broad support in its training data for most topics, and
topicality can be enhanced by priming the LLM with recent hashtags. This is the approach taken
in ExcelsiorLLM [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. The OpenAI LLM GPT4o-mini is !rst prompted to generate 10 neutral
talking points on the topic of interest, as a numbered list of semantic triples. For instance, when
the topic is Elon Musk, the triples include → Elon Musk, is the CEO of, Tesla ↑. The LLM is then
prompted to generate two perspectives on each triple, the benign view of a fan and the cynical
view of a critic. So that these opposing views connect with a click, the LLM is also tasked with
making them rhyme. Each talking point then receives its own panel, where the opposing views
in each are counter-balanced as a rhyming couplet.
      </p>
      <p>
        The LLM also suggests the visual assets to use in each panel, for the backdrop image (e.g.,
car factory) and for the poses of the opposing debaters. However, the LLM has a tendency to
hallucinate poses and backdrops that do not exist in Excelsior’s repertoire, even when given a
complete list of all its assets. To make sense of hallucinations, ExcelsiorLLM uses vector-space
encodings [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] to match the LLM’s inventions to the most similar asset in its visual inventory.
The resulting comic of 10 panels, one for each talking point, is then introduced with a pithy
remark by a famous !gure (e.g., Borat, Eminem, Forrest Gump) for which Excelsior has a visual
asset. This !gure then narrates the comic to come, by providing captions above and below each
panel. The LLM is a skilled mimic, and captures the distinctive linguistic voices of these !gures
rather well. A comic generated in this way for the topic Robert Oppenheimer is shown in Fig. 1.
      </p>
    </sec>
    <sec id="sec-4">
      <title>4. Flipping the Script in Language Learning</title>
      <p>Vector encodings map the gist of a talking point or a line of dialogue to a visual asset —
talking points to backdrops, dialogue to poses — but such mappings are coarse and ignore the
peculiarities of a text or an asset. Consider the Excelsior pose for sympathetic, in which a caring
!gure o"ers a tissue to dry one’s eyes. If dialogue is generated that exudes a sense of concern,
this pose will rank high as a match candidate, but the dialogue will not have been produced with
knowledge of the pose’s visual details. Conversely, if the pose is chosen before any dialogue is
generated, the LLM can weave a sympathetic text that reinforces the image, as in “Don’t cry.
Here, take one of these.” Of course, it helps if the other !gure seems to be crying when this
line is said, so an LLM should ideally know all of the poses (and their visual details) in a panel
before it generates any dialogue for that panel.</p>
      <p>
        Flipping the script in this way, so that visual decisions are made before textual ones, is the
essence of what is called “The Marvel Method” [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. As used at Marvel Comics from the 1950s,
the method allows a writer and an artist to sketch a rough outline of a plot, which the artist then
elaborates into a visual narrative. All panel, pose and viewpoint decisions are made by the artist,
before the writer ever writes a single caption or a line of dialogue for the fully rendered story.
This gives the artist considerable freedom, and also allows the writer to refer to speci!c visual
choices when creating dialogue and exposition. To use the Marvel method for automated comic
generation, we will need a means of generating high-level plots, of rendering those outlines
as visual sequences, and of layering a rich text of dialogue and exposition over each sequence.
We can use Scéalextric or a similar system to generate high-level plots, and the mapping of
Scéalextric actions onto Excelsior assets to generate a visual rendering of these action sequences.
By prompting the LLM with a combination of plot points (what is happening to whom, because
of whom, and where) and of verbal action descriptions (what those happenings look like to an
observer), it can generate captions and dialogue that speak directly to the !nal visualization.
      </p>
      <p>In a language learning setting, the Marvel Method can be used on a small-scale, for vignettes,
and on a larger scale, for complete narratives. A vignette is a single scene, extending over one
or more panels, in which a character illustrates with their actions a word or a phrase and its
translation. Two are shown in Fig. 2 above. To produce a vignette, the system !rst selects from
its inventory a pair of related visual assets at random, a pose and a backdrop. A description of
each is provided to the LLM, which is prompted to choose an apt word or phrase in this context
that a language student might learn. The LLM is then asked to generate the target language
translation of this text, while a text-to-speech (TTS) service is used to obtain audio !les for
both source and target texts. We use OpenAI’s TTS service, a multilingual, multi-voice service
which returns .mp3 !les via its web endpoint. The vignette is rendered over a small number of
panels, in which a speaker is introduced (in the relevant pose), the setting is established, and the
speaker speaks the source language text, both as a text balloon and in an audio format. Another
!gure, in a pose reacting to that of the !rst speaker, then utters the text in translation, again as
a balloon text and as an audio recording. The pacing of this sequence can be compressed into a
single panel or spread over several, to give the reader more time to digest and learn the content.</p>
      <p>
        To produce a complete story using the Marvel Method, we start with the plot. The Scéalextric
system de!nes an inventory of 800 primitive actions from which a large corpus of reusable
plots can be woven for the generic characters X and Y. As outlined in [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], these two-character
plots revolve around love, hate, competition, deception, betrayal and forgiveness, and typically
involve an ironic twist or a sudden reversal of fortune. For consistency, we use the same
recurring characters, named “Al!e” and “Betty,” across all stories in our language comics, as
this also allows the audio recordings of the LLM’s dialogue (which can refer to others by name)
to be cached and reused whenever possible. Fixing the gender of Al!e and Betty also allows
the system to choose appropriate voices from the TTS service. As with the vignettes, the LLM
is tasked with adding meat to these skeletal plots, by generating exposition and dialogue in
response to descriptions of how each story beat, a single action involving Al!e and Betty, will
be rendered by Excelsior. In e"ect, the LLM is tasked with doing to Excelsior’s panel layouts
what writer and editor Stan Lee would do to the layouts of artists Jack Kirby and Steve Ditko at
Marvel: to write each story anew to suit what has already been visualized.
      </p>
      <sec id="sec-4-1">
        <title>4.1. Alfie-Betty Pruning</title>
        <p>
          The commercial LLM GPT4o-mini [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ] satis!es all our text generation needs, from dialogue and
exposition to the translation of words and phrases, while OpenAI’s TTS service is an e"ective
source for their audio equivalents. The former charges for compute on a per token basis, the
latter per character, and while the charges are modest they are cumulative. So just as a large set
of vignettes is generated in advance, we also pre-generate 500 stories with their translations
and audio !les, allowing new language comics to be generated by recombining these elements.
        </p>
        <p>To get the most from our compute while ensuring our stories are as diverse as possible, we
whittle our 500 plots from an initial pool of 12,000 as generated using the Scéalextric story
grammar. Looking at the larger pool, we see that many stories have a similar shape, and send
their characters along similar trajectories to the same, or very similar, ends. The same reversals
of fortune also occur again and again, making the unexpected quite expected in the aggregate.
Some actions, such as X become_dependent_upon Y, occur in as many as 1 in 7 plots, while
this action precedes Y is_overworked_by X in one third of those cases. However, an analysis
of which actions and action pairs recur most often allows us to prune the most heavily rutted
paths, leaving the 500 most diverse plots. After pruning, no single action occurs in more than
6% of these, none occurs as the !nal action in more than 4%, and no action pairing occurs in
more than 5%. Although we can hope that an LLM may weave di"erent surface narratives from
similar plots, diversity is improved if we can feed the LLM a broad range of plots to begin with.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. All Generators Great and Small</title>
        <p>As our LLM of choice, GPT4o-mini satis!es a wide-range of needs from the cloud. Since we
produce our language-lesson vignettes and stories o#ine, a commercial cloud-based LLM of
this size is both practical and cost-e"ective. However, there are deployment scenarios where
a smaller LLM, an “SLM,” should be used locally and perhaps even shipped with the comics
generator. One such scenario relates to the use of visual stories in games. As with comics, games
have their own visual assets that a new story must accommodate, and although many games
run in the cloud, a games producer will likely prefer to not incur the costs of a commercial LLM
across hundreds of thousands of users. To this end, we have experimented with story-generation
via the Marvel Method on an SLM that is !ne-tuned on example narative outputs [19].</p>
        <p>TinyLlama [20] is a small language model of just 1.1 billion parameters that builds on the
foundations of the larger Llama 2 model from Meta [21] (which comes in 7, 13 and 70 billion
parameter varieties). This SLM (v1.1) has been pre-trained on 2 trillion tokens of !ltered web
text and code. We use a 4-bit quantized version of TinyLlama from unsloth for fast !ne-tuning
with LoRA (low-rank adaptation), and !ne-tune the SLM for three di"erent tasks: generating
exposition for a skeletal Scéalextric plot; generating dialogue for the characters X and Y to go
with this exposition and plot; and generating skeletal plots for itself, given only the types of X
and Y (e.g., “a bully and a victim”). A training set of 3009 examples per task, or 9027 in total, is
provided for !ne-tuning. For the !rst two of these tasks, GPT4o-mini is used to generate the
exposition for the skeletal plots (task 1) and to provide dialogue to go with this exposition (task
2), so we are e"ectively training TinyLlama to take the place of GPT4o-mini. For the third task,
only Scéalextric data is used to !ne-tune the creation of new plots. When tuned for one epoch,
the SLM’s outputs are comparable to those of GPT4o-mini for the same tasks, which is perhaps
unsurprising, as the former is a concentrated distillation of the latter with fewer parameters.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusions: Twist and Shout</title>
      <p>If a source of data can be turned into a narrative (e.g., see [22]), that narrative can be turned
into a comic. But thinking of narratives in terms of comics is useful even if one never intends to
visualize them as such, because comics force us to be explicit about scenes, beats, settings and
character placement. A comic gives an explicit temporal and visual structure to a narrative, and
allows it to be edited, sampled and restructured like the work of sequential art that it is. In the
case of language-learning comics, where the story serves an educational purpose, structuring
the narrative with the ComiXML schema is especially useful. Language lessons are not one-o"
events, and are most useful when repeated. But this repetition should not be entirely predictable,
and an XML schema allows us to shu#e the ordering of vignettes and stories in a comic, simply
by shu#ing the scenes without shu#ing the panels within. This makes a comic a dynamic
entity that preserves its lesson content while changing its layout each time it is read.</p>
      <p>Reorganization at the XML level is also well-suited to experimenting with, and customizing,
the presentation of information within a comic. In language stories, for instance, we have
several options as to how target translations can be woven into the narrative. We can do this
within panels, so that each panel contains both the source and the target form of a line of
dialogue; or we can do it across panels, so that every other panel is a translation of the one that
went before it; or we can do it across replays, so that readers are shown the whole story !rst
in the source language and then again in the target language. It may be a matter of personal
taste, or a matter of pedagogical e"ectiveness, as to which of these is preferable, and the XML
schema allows us to edit and rework a language lesson with ease.</p>
      <p>A comic’s XML schema a"ords more $exibility in how its content is consumed, while the
Marvel Method o"ers more $exibility in how that content is created. Since the value of a comic
lies in its tight integration of text and visuals, so that one leans on and reinforces the other, it
is vital that decisions in one modality are informed by, and inform, decisions in the other. A
comic strip is a representation of a narrative, and that representation may evolve over time as
visual assets are updated or replaced, dialogue is re-generated (perhaps in a new language or a
di"erent register) and exposition is rewritten (perhaps in a new authorial style, such as that of
H.P. Lovecraft, or from a di"erent stance), or as one LLM (or SLM) is replaced by another. In
the case of debate comics, the Marvel Method allows the visual rendering to remain unchanged
as the text is re-generated, perhaps to suit a shift in public opinion or a newly trending hashtag.
A comic is more than a !nished product; it can also be the starting point of a dynamic story.
[19] Z. Xie, T. Cohn, J. H. Lau, Can very large pretrained language models learn storytelling
with a few examples?, ArXiv abs/2301.09790 (2023).
[20] P. Zhang, G. Zeng, T. Wang, W. Lu, TinyLlama: An open-source small language model,
2024. URL: https://arxiv.org/abs/2401.02385. arXiv:2401.02385.
[21] H. Touvron, L. Martin, K. Stone, P. Albert, A. Almahairi, Y. Babaei, et al., Llama 2:
Open foundation and !ne-tuned chat models, 2023. URL: https://arxiv.org/abs/2307.09288.
arXiv:2307.09288.
[22] B. Santana, R. Campos, E. Amorim, A. Jorge, P. Silvano, S. Nunes, A survey on
narrative extraction from textual data, Artif. Intelligence Review (2023). doi:10.1007/
s10462-022-10338-7.</p>
    </sec>
  </body>
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