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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Calibrating a Metric for Similarity of Stories against Human Judgment</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Raquel Hervas</string-name>
          <email>raquelhb@fdi.ucm.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Antonio A. Sanchez-Ruiz</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pablo Gervas</string-name>
          <email>pgervas@sip.ucm.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Carlos Leon</string-name>
          <email>cleon@fdi.ucm.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dep. Ingenier a del Software e Inteligencia Arti cial Universidad Complutense de Madrid</institution>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <fpage>136</fpage>
      <lpage>145</lpage>
      <abstract>
        <p>The identi cation of similarity is crucial for reusing experience, where it provides the criterion for which elements to reuse in a given context, and for creativity, where generation of artifacts that are similar to those that already existed is not considered creative. Yet similarity is di cult to compute between complex artifacts such as stories. The present paper compares the judgment on similarity between stories explained by a human judge with a similarity metric for stories based on plan re nements. The need to identify the features that humans consider important when judging story similarity is paramount on the road to selecting appropriate metrics for the various tasks.</p>
      </abstract>
      <kwd-group>
        <kwd>similarity</kwd>
        <kwd>novelty</kwd>
        <kwd>stories</kwd>
        <kwd>plans</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>Appropriate metrics for similarity are fundamental tools in many elds of Arti
cial Intelligence. For instance, there are several data mining and machine learning
methods that are based on the similarity between the elements being considered.
In case-based reasoning, similarity metrics are crucial for the retrieval and reuse
of previous cases. Similarity is also fundamental for computational creativity
because artifacts that are very similar to previously existing ones might not be
considered creative. For this reason, it is important to take into account whether
the metrics considered for a particular task adequately represent the concept of
similarity that humans faced with the same task would apply. The present
paper compares the judgment on similarity between stories explained by a human
judge with a particular similarity metric for stories. The main goal is to identify
which of the features that a human considers when evaluating story similarity
are already taken into account by the metric, and which ones are not. The results
of this comparison should provide a check list that might later on be applied to
evaluate the appropriateness of other metrics.</p>
      <p>The research reported in this paper was partially supported by the Project WHIM
611560 funded by the European Commission, Framework Programme 7, the ICT
theme, and the Future and Emerging Technologies FET programme; and by the
Spanish Ministry of Economy and Competitiveness under grant TIN2014-55006-R.
Copyright © 2015 for this paper by its authors. Copying permitted for private and
academic purposes. In Proceedings of the ICCBR 2015 Workshops. Frankfurt, Germany.</p>
      <p>We focus on the structural similarity of stories represented as plans composed
of actions corresponding to the events in the story. In order to do so, we apply a
similarity metric based on plan re nements and compare the obtained results for
a pair of stories with the similarities found by a human expert. The key point of
this comparison is that the metric does not only calculate a numerical similarity
between the compared stories, but provides a report of the found similarities.
This report is then compared with the observations obtained by the human
expert. The comparison allows us to see if the automatic metric has been able
to grasp the same features the expert considered important, and if structural
similarity is enough for comparing computer-generated stories.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Previous Work on Similarity for Stories</title>
      <p>Existing work on similarity for stories has focused on two di erent axes: story
similarity for retrieval and classi cation of stories, and story similarity applied
to the assessment of their novelty in a computational creativity setting.
2.1</p>
      <sec id="sec-2-1">
        <title>Similarity Metrics for Story Generation</title>
        <p>In general, there is relative consensus on the fact that comparing stories can
be made at di erent levels. Comparing stories at a relatively abstract level is
common, to the point of comparing not the exact sequence of events but the
overall plot, or even the relations between the characters. This aspect of narrative
has been addressed by structuralist and cognitive Narratology.</p>
        <p>
          In particular, comparing narratives has been a long term goal of
Computational Narrative, and several approaches have been taken with varying results
[
          <xref ref-type="bibr" rid="ref10 ref2 ref8">2, 10, 8</xref>
          ]. Di erent aspects beyond pure literary composition have been
tackled: structure alignment in bioinformatics [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ], event mapping [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ], and other
approaches like considering story similarity in terms of the common summary that
might be abstracted from the two stories being compared [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ].
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Similarity Metrics for Assessing Novelty of Stories</title>
        <p>
          With respect to the assessment of creativity, a fundamental pillar is whether the
results of a creative process have produced novel artifacts [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. Research on the
evaluation of creativity has addressed this point as an important requirement for
the scienti c exploration of creativity, and an important one for computational
approaches. In [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ], novelty of a given story is assessed in terms of new elements
that appear in the story, or instances where existing elements have been replaced
by elements of a di erent type. In [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ], novelty of stories is considered in terms
of their di erences with an initial set of reference stories, based on the sequence
of actions, the structure of the story in terms of emotional relations and tensions
between the characters, and the occurrence of repetitive patterns.
Story 1 Story 2 Common structure
shows id371 id372 declare-war id818 id819 declare-war id818 id819
o ers-exchange id371 id372 id373 sings id207 murder decides-to-react ?x1
not-perform-service id373 decides-to-react id142 sets-out ?x1
negative-result id373 sets-out id142 wins ?x1
consumes id373 id44 wins id142 brings-peace ?x1
acquires id373 magical-abilities brings-peace id142 arrives ?x1 ?x2
declare-war id818 id819 arrives id142 id730 disguised ?x1
dispatches id189 id373 disguised id142 unrecognised ?x1
tells id189 id373 past-misfortune unrecognised id142 claims id672 won id818
decides-to-react id373 claims id672 won id818 sets ?x3 ?x1
sets-out id373 sets id165 id142 involves di cult-task ?x4
wins id373 involves di cult-task strength solve ?x1 di cult-task
brings-peace id373 solve id142 di cult-task before dead-line
arrives id373 id728 before dead-line returns ?x1
disguised id373 returns id142 arrives ?x1 id730
unrecognised id373 arrives id142 id730 disguised ?x1
claims id672 won id818 disguised id142 unrecognised ?x1
sets id161 id373 unrecognised id142 claims id672 won id818
involves di cult-task kissing claims id672 won id818 exposed id672
marked id373 exposed id672 not-solve id672 di cult-task
solve id373 di cult-task not-solve id672 di cult-task
before dead-line new-physical-appearance id142
returns id373 punished id818
arrives id373 id730 tied-to id818 horse-tail
disguised id373
unrecognised id373
claims id672 won id818
exposed id672
not-solve id672 di cult-task
generator based on Propp's description of how his morphology might be used
to generate stories [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. It produces stories as a sequence of states described in
terms of predicates that hold in the state. Characters, objects or locations are
represented as unique identi ers in the predicates. This representation format
has been considered generic enough to allow for an initial calibration exercise,
considering that other formats may easily be converted into this one.
        </p>
        <p>The representation includes predicates representing narrative events and
predicates describing properties of the characters that hold in particular states
of the story. These appear jointly in the stream of predicates for the story, but
have been separated in the presentation of stories in this paper for clarity.</p>
        <p>The predicates presented here result from an e ort of reverse engineering of
the stories that Propp describes as examples of the application of his framework
to analyse existing Russian folk tales.</p>
        <p>The rst two columns of Table 1 present two examples of the stories produced
by the Propper system. Predicates in this table describe actions or events in the
story. Table 2 represents non-narrative facts that are true for the arguments of
the actions in Table 1.
In order to compare the human interpretation of the stories with an
automatically extracted report, we asked a human expert to write both stories in English
and compare them. It is important to mention that the expert was familiar with
this type of representation based on predicates, but she had to gure out the
meaning of the predicates based solely on their names.</p>
        <sec id="sec-2-2-1">
          <title>Story 1</title>
          <p>This story has the following main characters: a hero (373), a villain (818), and
a false hero (672). In addition, a donor (371), a victim (819) and a dispatcher
(189) appear as secondary characters.</p>
          <p>The hero (373) is rst o ered a magical agent by a donor (371) if he performs
a service. He does not perform the service but he obtains another magical agent
anyway, which he consumes to acquire magical abilities.</p>
          <p>Then, a villain (818) appears who declares war to a victim (819). The victim
does not appear again.</p>
          <p>Meanwhile, a dispatcher (189) talks about a past misfortune. The hero decides
to react, sets out and wins (the war?), bringing peace with him. After that, the
hero goes home, but he is disguised as the apprentice of an artisan and is not
recognised. He nds a false hero (672) at home, who claims that he defeated the
villain.</p>
          <p>The hero is marked, solves a di cult task and returns to the court, this time
disguised but as a groom. The false hero still claims that he defeated the villain,
but he is exposed and it is known that he did not solved a di cult task.</p>
        </sec>
        <sec id="sec-2-2-2">
          <title>Story 2</title>
          <p>This story has the following main characters: a hero (142), a villain (818), and
a false hero (672). In addition, a victim (819) appears only at the beginning.</p>
          <p>The story starts with the villain (818) declaring war to the victim (819). The
hero (142) decides to react, becomes a seeker hero, sets out and wins (the war?).
He brings peace and arrives to the court. But he is disguised as a groom and he
is not recognized.</p>
          <p>At the court, the false hero (672) claims that he defeated the villain. Someone
(165) sets the hero a di cult task that involves strength. He solves the di cult
task before the deadline, and returns to the court. Again he is disguised as a groom
and he is not recognized.</p>
          <p>And again, the false hero claims that he defeated the villain. However, the false
hero is exposed and does not solve a di cult task. The hero gets a new physical
appearance (undisguised?), and the villain is punished being tied to a horse tail.</p>
          <p>Next, we asked the expert to compare both stories and describe the main
similarities and di erences between them.</p>
          <p>Both stories are similar in their characters and roles: a hero, a villain, and a
false hero who claims to have defeated the villain.</p>
          <p>In addition, in both stories the villain declares war to a victim, and the hero
wins the war and brings peace. After that the hero returns (home or to the court)
disguised (as a groom or as an apprentice), and he nds that a false hero claims to
have defeated the villain. But at the end the false hero is exposed in both stories.
Also, in both stories the hero makes two di erent journeys: one to win the war and
return home/court, and one to solve a di cult task and then returning to court.</p>
          <p>From the point of view of the di erences, Story 1 involves magic. The hero
tries twice to obtain a magical agent, and the second time he achieves it and gets
magical abilities. However, they are not used in the story. The main di erence in
Story 2 is that at the end the villain is explicitly punished by being tied to a horse
tail.</p>
          <p>It is interesting to note that the rst things mentioned by the expert both
in the descriptions and the comparison are the characters, although in the
comparison only the most important characters are mentioned, as the others are
considered less important for the plot.</p>
          <p>In addition, the descriptions are based on the most important events in the
story, so not all events are considered equally important. The comparison also
shows that there is a high similarity between both stories in terms of characters
and some of the narrative arcs. For example, the hero returns in both stories but
to di erent places and with di erent disguises. However, these di erences (place
and disguise) are not considered as important and the expert nds similarity in
what is happening even when the stories are not exactly the same.</p>
          <p>One of the main di erences between the stories is that one of them involves
magic, but it is not considered so important because magic is not used in the
rest of the story. Finally, the di erences in the endings are explicitly addressed
in the comparison. This means that the end of the story is an important part of
it.
3.3</p>
          <p>
            Computing the Common Structure of Two Stories using Plan
Re nements
A story in its more basic form can be represented as a sequence of actions,
i.e., as a plan. There are di erent approaches to compute the similarity of two
plans. In this paper we use the similarity measure based on plan re nements
presented in [
            <xref ref-type="bibr" rid="ref15">15</xref>
            ] because it does not only provide a numerical similarity value
but an explicit description of the common structure shared by both plans. This
common structure can be seen as a directed graph in which each node represents
an action and each directed edge represents an ordering constraint. Two actions
are connected in the graph only if both actions appear in that order in the plans
being compared.
          </p>
          <p>Besides the actions and their order, this similarity measure also considers
the action parameters and, if they are di erent in both plans, it is able to infer
their common type according to a domain taxonomy. In this way, we are able to
detect objects, characters and locations in di erent stories that have a di erent
name but play the same role in the story.</p>
          <p>
            The similarity measure computes this common structure performing
successive re nements in the space of partial plans [
            <xref ref-type="bibr" rid="ref7">7</xref>
            ]. There are ve di erent types
of re nements that specialize a partial plan: to add a new action, to add a new
ordering constraint between two existing actions, to specialize the type of a
variable representing an action parameter according to a domain taxonomy, to unify
two di erent variables, and to replace a variable with a domain constant.
          </p>
          <p>The similarity measure works as follows. Let us suppose we want to compare
two plans (or stories) p1 and p2. The similarity measure begins with an empty
partial plan (a plan with no actions) that represents any possible plan and thus
it is more general than p1 and p2. Then the partial plan is specialized using a
re nement operator (adding new actions and ordering constraints or specializing
the action's parameters) until we reach another partial plan that cannot be
specialized anymore while being more general that both p1 and p2. This partial
plan is the most speci c generalizer of p1 and p2, M SGpp1; p2q, and represents
the common structure shared by the two plans. The length of the re nement
chain from the empty plan to the M SGpp1; p2q is an indicator of how similar
the two plans are. In the same way, the length of the re nement chain from
the M SGpp1; p2q to each one of the two plans is an indicator of how much
information is contained only in one of them but not in the other. The similarity
value is computed as the ration between the amount of information shared and
the total amount of information contained in the two plans.</p>
          <p>The last columns of Tables 1 and 2 show the common structure computed
by the similarity measure. In this case, the two stories are very similar and the
inferred common graph of actions is so simple that, in fact, it can be represented
as a sequence of actions. Constants representing characters, locations and
objects common to both stories are kept in the common structure, and the other
constants are replaced by variables with generalized types (variable names begin
with `?').</p>
          <p>The common structure of both stories could be summarized as follows. A
villain declares war on a victim, what triggers the intervention of a hero that
defeats him and brings peace back. Then the hero travels disguised and see how
a false hero claims that he, and not the original hero, has defeated the villain.
The hero leaves, solves a di cult task before some deadline, and comes back
disguised. The false hero is exposed in court because he was not able to solve
the di cult task.
4</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Discussion</title>
      <p>There are a number of issues that the similarity metric considered here does not
take into account.</p>
      <p>First, the point in the story in which a particular sequence of actions takes
place may lead to di erent results. A marriage at the start of the story sets the
scene for later actions, but at the end of the story it usually acts as a reward for
the e orts of some character. This in uence of context is not considered in the
metric that has been described.</p>
      <p>Second, some events are more signi cant than others. The presence of a
murder in a given story is more signi cant than that of more mundane events
such as setting o on a journey. This aspect might be captured by some kind
of weighting of the importance of speci c events. The described metric does not
allow for this type of behaviour.</p>
      <p>The judgment expressed by the human placed considerable emphasis on the
relative importance of the elements that appear in the stories. Characters are
mentioned rst, then speci c actions. In both cases, a certain degree of
abstraction is applied to identify conceptual similarity even between instances that are
di erent. This suggests that taxonomical reasoning might be a useful tool for
assessing similarity and that, as expected, abstraction is fundamental in story
similarity.</p>
      <p>
        These two aspects suggest that automatic story comparison needs to address
lifting between di erent levels of abstraction to be able to match those features
that humans are able to match. It also seems that the abstract matching at
di erent levels is a fundamental cognitive tool for comparing stories in humans.
This conclusion relates to the approach in [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] of considering similarity between
stories in terms of a shared summary, but extended to summarisation with an
important degree of abstraction. The work in [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], by virtue of being based on
description logic ontologies, does include the possibility of taxonomical reasoning
being applied in the process of measuring similarity. It is clear that this particular
approach should be explored in more detail in future work.
      </p>
      <p>The version of the Propper system that has been employed here provides only
limited description of the characters. The descriptions considered are restricted
to speci cation of the roles played in the narrative by particular characters,
and a number of properties of particular arguments that are relevant for the
correct chaining of later actions with their context of occurrence via their set of
preconditions.</p>
      <p>
        An important problem from the point of view of assessing the novelty of
creative processes is the need to consider an existing set of artifacts as a reference.
Generated artifacts are only novel if they are not similar to existing ones.
However, from a computational point of view, the approach of keeping a record of
all existing artifacts of a given type, and computing the similarity of any newly
generated artifacts with this set is not practical [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Indexing solutions may be
used to improve e ciency, but even so, solutions based on some level of
abstraction, away from speci c instances and addressing more generic characterisations
of the artifacts (in this particular case, stories) would prove more practical in
this context. Conformance or departure from Concepts such as conventional
endings, genre conventions, or character stereotypes may play a fundamental role in
assessing the novelty of stories beyond sequences of actions.
      </p>
      <p>Overall, it seems that there are a number of aspects of stories that are relevant
when attempting to establish similarity between two instances of story. Just
how many such aspects should be included in a particular implementation as
a similarity metric may depend substantially on the purpose for which it is
intended. In the particular case of similarity metrics employed for case-based
reasoning, the choice of which aspects of similarity to model should be guided
by the particular aspects of the case that will be reused. If the cases are intended
to provide story structure, the similarity should focus on story structure. If the
cases are intended to inform decisions on the set of characters to employ, the
similarity should focus on the set of characters. In relation to the point raised
above concerning abstraction, it is important to note that focusing on particular
aspects of story similarity may require speci c types of abstraction to implement
the described lifting operation. Where similarity metrics are used for evaluating
novelty in Computational Creativity settings, their use is much broader and it
becomes more di cult to focus on particular aspects. Nevetheless, as it is very
important to consider issues of e ciency, abstraction as means of reducing the
range of attributes that need to be compared will clearly play a fundamental
role in practical implementations.</p>
    </sec>
    <sec id="sec-4">
      <title>Conclusions and Future Work</title>
      <p>The present work describes a process by which a computational system for
computing the similarity between narrative structures is compared and calibrated
against human judgment.</p>
      <p>A number of issues considered by the human judge but not covered by the
system have been discovered. These should be considered as a check list for
the consideration of alternative metrics, and possibly as driving guidelines for
the development of more elaborate metrics speci c to the assessment of story
similarity.</p>
      <p>The work described in this paper has addressed sequential single narrative
threads. More complex narratives usually involve parallel story lines which merge
or split at several points in the overall narrative. Whether the current metrics
are valid for comparing similarity between this kind of narratives or not is yet
an open question. Additionally, the use of di erent structures for stories also
opens a new path, namely the application of the current process to stories that,
while outputting an equivalent format, are generated by other story generation
systems, probably conveying di erent semantics in the sequence of events, and
possibly richer relations between characters.</p>
      <p>
        From this point of view, more recent versions of the Propper system [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]
address speci cally the description of characters as they occur in the story, and
they should be explored in further work to extend the metric for similarity
to consider di erences between the characters of two stories. For that work, it
may be necessary to focus on di erences between characters ful lling equivalent
narrative roles in the di erent stories.
      </p>
      <p>State is also fundamental in narrative composition and analysis. Narrative
understanding of statements like \John squashed the spider" heavily depend on
the relation between John and the spider (was it his mascot?). This kind of
information must be taken into account in a general model of story similarity.</p>
      <p>In all cases, further research must look into more metrics for story comparison
and employ more experts to analyse how humans evaluate narratives. Following
the intuition that we, as humans, perform a complex set of comparisons for
evaluating similarity at di erent levels can lead to the discovery of plausible
metrics and plausible aggregation methods into one single judgment.</p>
    </sec>
  </body>
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