Generative Creativity - lecture 11:
Stories


Introduction

Generative methods have also been used for creating stories and narratives.

This application is becoming increasingly significant for role-related computer games and virtual environments.


Modeling strategies

The types of model which have been used can be grouped into three categories.


TAIL-SPIN

Seminal, story-generation system from the late 70s.

The idea in TAIL-SPIN (Meehan 1976; 1977) is that 'a story is about a problem and how it gets solved'.

The system works by 'by simulating a world, assigning goals to some characters and saying what happens when these goals interact with events in the simulated world'.

`The reader (the user) gets to supply much of the information about the initial state of the world, such as the choice of characters and the relationships between one character and another.'

Then the reader chooses the problem which the story is all about, out of a set of four problems. From then onwards, story generation is essentially a `report' of the problem-solver.


TAIL-SPIN stories

ONCE UPON A TIME GEORGE ANT LIVED NEAR A PATCH OF GROUND. THERE WAS A NEST IN AN ASH TREE. WILMA BIRD LIVED IN THE NEST. THERE WAS SOME WATER IN A RIVER. WILMA KNEW THAT THE WATER WAS IN THE RIVER. GEORGE KNEW THAT THE WATER WAS IN THE RIVER. ONE DAY WILMA WAS VERY THIRSTY. WILMA WANTED TO GET NEAR SOME WATER. WILMA FLEW FROM HER NEST ACROSS THE MEADOW THROUGH A VALLEY TO THE RIVER. WILMA DRANK THE WATER. WILMA WASN'T THIRSTY ANYMORE.

GEORGE WAS VERY THIRSTY. GEORGE WANTED TO GET NEAR SOME WATER. GEORGE WALKED FROM HIS PATCH OF GROUND ACROSS THE MEADOW THROUGH THE VALLEY TO A RIVER. GEORGE FELL INTO THE WATER. GEORGE WANTED TO GET NEAR THE VALLEY. GEORGE COULDN'T GET NEAR THE VALLEY. GEORGE WANTED TO GET NEAR THE MEADOW. GEORGE COULDN'T GET NEAR THE MEADOW. WILMA WANTED TO GET NEAR GEORGE. WILMA GRABBED GEORGE WITH HER CLAW. WILMA TOOK GEORGE FROM THE RIVER THROUGH THE VALLEY TO THE MEADOW. GEORGE WAS DEVOTED TO WILMA. GEORGE OWED EVERYTHING TO WILMA. WILMA LET GO OF GEORGE. GEORGE FELL TO THE MEADOW. THE END.


How to make the stories more interesting

According to Meehan (1976) the way to make the generated story interesting is to `fix it in advance. You rig the world so that if people do behave rationally they'll do some interesting things...'

But this seems not to work too well.

See also recent stories by micro-tail-spin on the web.


MAKEBELIEVE

Hugo Liu, Push Singh. (2002). MAKEBELIEVE: Using Commonsense to Generate Stories. Proceedings of the Eighteenth National Conference on Artificial Intelligence, AAAI 2002, July 28 - August 1, 2002, Edmonton, Alberta, Canada. AAAI Press, 2002, pp. 957-958.

JOHN BECAME VERY LAZY AT WORK. JOHN LOST HIS JOB. JOHN DECIDED TO GET DRUNK. HE STARTED TO COMMIT CRIMES. JOHN WENT TO PRISON. HE EXPERIENCED BRUISES. JOHN CRIED. HE LOOKED AT HIMSELF DIFFERENTLY.


Interactive stories as branching narratives

Branching-narrative story generators are very common...

But not very rewarding


Summary


Resources


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