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Resources #1
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There have been some interesting story generation systems that have come out of academic research in the past couple of years. So here's a (non-exhaustive) list of a few of them. Plus a few old ones. The list is biased toward projects that take a simulation approach, which is, of course, only one way to try to generate a story. Story generation systems with source code availableAnthology is a social simulation framework. It's intended to be an extensible way to build a system that has things like character relationship, agent decision making, etc. Video Presentation. Praxish is a rational reconstruction of Versu. There's an example of how it works in index.html (look in the browser console) but you'll probably want to read the paper to get the explanation. Gossamer Gossip simulation. Uses a cycle of witness, reflection, propagation, and decay phases to model the spread of gossip between characters. Paper: Toward Better Gossip Simulation in Emergent Narrative Systems Step, a programming language for text generation. A language that can be used to implement a wide variety of text generation techniques; from context-free-grammars to HTN planning. Has an interactive debugger. Paper: Step: A Highly Expressive Text Generation Language Neighborly: A Sandbox for Simulation-based Emergent Narrative. Johnson-Bey, Shi and Nelson, Mark J, and Mateas, Michael. An extensible agent-based settlement simulation, inspired by things like Talk of the Town and Dwarf Fortress. Glaive Narrative Planner A story system where characters have their own goals, but the narrative shepherds them toward author goals. Micro Talespin Warren Sack's reconstruction of Jim Meehan's TALESPIN. Meta-AQUA Talespinpart of the META-Aqua meta-cognition story understanding system. Interesting papersCurating Simulated Storyworlds James Ryan's thesis on storyworld simulation covers a lot of ground, with a deep dive into the history of story generation and a discussion of James Ryan's own simulation systems, such as Talk of the Town and Bad News. 2018. Erica Jurado, Kirsten Emma Gillam, Joshua McCoy. Non-player character personality and social connection generation 2019. Stacey Mason, Ceri Stagg, Noah Wardrip-Fruin, Michael Mateas. Lume: A System for Procedural Story Generation. 2019. Jacob Garbe. Increasing Authorial Leverage in Generative Narrative Systems. Thesis. 2020. |
A few more: Talk of the Town: "A generator of American small towns, with an emphasis on social simulation." A major part of James Ryan's dissertation research on emergent story simulation. MESSY-71 A reimplementation of Sheldon Klein's MESSY-71, a framework for simulationist story generation. (The original was in FORTRAN) LiSE - "LiSE is a tool for developing life simulation games." Agent-based simulations have been a thing in science for a while - SugarScape was an influential Artificial Life project that simulated an artificial society and was used as a form of computational sociology to test hypothesizes about societies that we don't have direct access to. Some agent-based systems include Mesa (Python), MESON (Java), AgentMaps (Javascript), GAMA (Java), AgentPy (Python). Emergent simulations tend to produce a lot of stuff that could be part of an interesting story. Some novel generators have just used the log of events, writing a chronicle or bare recounting: there's a lot of successful projects that take that approach and generate novels by playing SkiFree or combining text adventures and programming language implementation techniques. But you can also be selective in how you use the transcript of events. One approach to generating a story from a collection of events has been termed story sifting: you sift the list of events to find events and relationships between events that tell interesting stories. Centrifuge - Intended to sift Talk of the Town style events Winnow - a declarative domain-specific query language for story sifting. statistical-sifting "Select the Unexpected: A Statistical Heuristic for Story Sifting" |
Fantastic collection, thanks for sharing! |
A bit too late for NaNoGenMo, but I might as well document it here just in case. Fears of ‘irreversible damage’ to literature as AI wins award for sci-fi novel---South China Morning Post (archive.is link) The author in question, Shen Yang, created a rough draft of 43,000 Chinese characters generated in just three hours with 66 prompts, and his final draft is 6,000 Chinese characters. Yang's novel got the support of 3 out of the 6 judges, meaning it won second place - along with 17 other entries.
I look forward to seeing how Shen Yang's process works (and maybe even reading the translation of Shen Yang's fiction as well). However, I feel that what Yang did was write prompts to an LLM to generate a bunch of text, and then cherry picked which text to actually use, which isn't exactly that revolutionary, but eh, if it works, it works. LLMs are really good at generating text, and you can outsource the editing process to the human being. (That being said, it must be noted that only one judge was notified about the AI origins of the work before judging, and another judge managed to figure it out during judging. So 4 out of the 6 judges thought the work was human-generated, which may have impacted how they felt about the work. Had Sheng Yang disclosed the work's AI origins, would he has still won an award? I'm not sure.) Here's an editor's review of the piece as well:
And since my first thought is that cherry-picking took place here, I suspect that Shen Yang may have just selected text that focuses on creativity and evocative scene descriptions. Shen Yang couldn't control the "language", which stays constant throughout, but he can rely on the creativity and scene descriptions to compensate for the lack of, well, the human touch. The Story's Premise:
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This is an open issue where you can comment and add resources that might come in handy for NaNoGenMo.
There are already a ton of resources on the old resources threads of previous editions:
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