AIWright

Clustered dialogue graphs and grounded generation for narrative games.

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Screenshot of AIWright, Clustered dialogue graphs and grounded generation for narrative games

What is AIWright?

AIWright is a dialogue focused AI toolset for interactive narratives. It clusters large dialogue graphs, generates grounded lines by masked infilling inside Lua scripts, runs mobile friendly playtests, and analyzes why players chose one option over another.

AIWright is a research-oriented tool for teams that build interactive dialogue: narrative designers, game writers, and researchers who need more than a chat box. It treats a conversation as a graph, not a single prompt. The system analyzes large dialogue trees, clusters nodes by any attribute you care about, and surfaces structure that would be tedious to trace by hand. That same structure feeds generation, so new lines are produced with knowledge of where they sit in the tree rather than in isolation. The generation approach is unusual. Selected portions of a dialogue tree are converted into a Lua script, and the model fills in masked sections of that code. Writers keep the branching logic, conditions, and variable checks in a language the game engine already understands, while the model handles the natural language inside the mask. The homepage demonstrates this with Disco Elysium style passive skill checks and variable gated options, which shows the tool is aimed at systems heavy RPG dialogue rather than linear scripts. Playtesting closes the loop. A mobile friendly web interface lets players move through grounded conversations, and the same setup can be used to compare how people respond to different model authored variants. After a session, an analysis suite helps compare models and dig into why a player picked one option over another, which turns subjective writing judgment into something closer to evidence. The team has published research on player perceptions of GPT-4 generated dialogue in Disco Elysium: The Final Cut, so the methods are documented rather than hidden. AIWright fits best alongside narrative design tools and general purpose writing assistants. It is not a prose generator for novels; it is closer to a lab bench for branching dialogue. Teams evaluating it should be comfortable with Lua style scripting and graph concepts.

How do you use AIWright?

  1. 1Read the documentation
    Start with the docs to understand the four feature areas: clustering, generation, playtests, and analysis. Each has its own page with details on how the workflow fits together.
  2. 2Inspect a dialogue graph
    Review the clustering documentation to see how attributes are used to group nodes in large graphs. This is the foundation for targeted generation later.
  3. 3Study grounded generation
    The generation page explains how portions of a tree become a Lua script and how masked infilling fills in new lines. Read the example script carefully before writing your own masks.
  4. 4Run a playtest
    The playtest page covers the mobile friendly interface used for grounded conversations. Use it to gather feedback and, if needed, compare preferences between model authored variants.
  5. 5Analyze the results
    After a session, the analysis documentation describes how to compare models and examine the reasons behind player choices. Use this to refine which generated options make the cut.
  6. 6Try the live demo
    The Disco Elysium showcase offers a live demonstration of the approach in a real dialogue system. It is the quickest way to judge whether the output style fits your project.

Pros and cons

Pros

  • Generation is grounded in the actual dialogue tree, so new lines respect conditions and variablesAI
  • Graph analysis and clustering scale to very large dialogue structuresAI
  • Playtest interface works on mobile and supports side by side comparison of modelsAI
  • Backed by a published paper on player perceptions of generated dialogueAI
  • Keeps branching logic in Lua, a format narrative programmers can read and versionAI

Cons

  • Requires comfort with Lua scripting and graph concepts, which narrows the usable audienceAI
  • No pricing information is published on the homepage, so budget planning is guessworkAI
  • Demonstrated on Disco Elysium style systems; fit for other dialogue engines is unprovenAI
  • Analysis features produce data but the homepage does not describe export or reporting formatsAI
  • Primarily a research tool, with no indication of production support commitmentsAI

How much does AIWright cost?

Features

Four feature areas are documented: dialogue graph analysis and clustering by any attribute, grounded dialogue generation via Lua scripts and masked infilling, mobile friendly playtests for gathering feedback and comparing model authored variants, and an experimental analysis suite for comparing models and explaining player choices. A live showcase demonstrates the approach in a Disco Elysium setting.

Learn more

Frequently asked questions about AIWright

  • How do you use AIWright?
    The walkthrough on this page covers 6 steps: 1. Read the documentation 2. Inspect a dialogue graph 3. Study grounded generation 4. Run a playtest 5. Analyze the results 6. Try the live demo.
  • What platforms does AIWright support?
    AIWright is available on Web App.
  • What are the limitations of AIWright?
    Requires comfort with Lua scripting and graph concepts, which narrows the usable audience. No pricing information is published on the homepage, so budget planning is guesswork. Demonstrated on Disco Elysium style systems; fit for other dialogue engines is unproven.

Status

StatusActive
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Added10/21/2026

Platforms

Web App

Pricing

Free