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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>An Exploratory Model of Remembering, Telling and Understanding Experience in Simple Agents</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Pablo Gervas</string-name>
          <email>pgervas@ucm.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Instituto de Tecnolog a del Conocimiento - Facultad de Informatica, Universidad Complutense de Madrid Ciudad Universitaria</institution>
          ,
          <addr-line>28040 Madrid, Spain WWW home page:</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>Given the importance of narrative for the way humans perceive the world and exchange information about it, it is surprising how little we know about the procedures by which reality is represented as narrative. This is in part due to the well known fact that humans are bad at being aware of their own though processes. It is also in uenced by the fact that the ability to generate and process narratives is so pervasive that everybody takes it for granted. Although this is not a worrying issue in general terms, it is a signi cant problem for recent e orts to construct computational models of this narrative ability. The present paper describes an elementary computational model of a society of agents driven by a need for information, where the ability to represent and communicate reality as a sequential stream of symbols can be shown to provide advantages in terms of maximising the amount of information compiled by a given agent over a given period. This model is not intended as a plausible model of human cognition. The human narrative ability has broader range and signi cantly higher complexity. However, the model is phrased in terms of elementary principles that can also be seen to underlie more complex models. The paper discusses consequences and insights arising from this model that may be relevant for wider consideration of narrative.</p>
      </abstract>
      <kwd-group>
        <kwd>computational creativity</kwd>
        <kwd>narrative</kwd>
        <kwd>computer simulation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>Narrative has been considered as an elementary cognitive ability relevant for
human beings [19, 4, 10]. Yet the process by which a particular experience of
reality gets transformed into a narrative in the classic sequential sense that
we consider a \story" is poorly understood. Part of the problem faced here
is that for a very long time there has been no obvious representation for the
experience of reality that can be considered prior to our traditional rendering
as narrative. However, the advent of the digital age has progressively changed
this. Computers do not represent memories in terms of narrative. Rather they
allow for direct storage of experience in terms of ows of perception { audio,
Copyright © 2016 for this paper by its authors. Copying permitted for private and academic purposes.
video { or abstractions intended for conceptual representations { temporally
[20] and/or geographically tagged data [13]. Although these alternative means
of representing and storing experience present their own peculiar a ordances, it
has nevertheless become apparent that there is a large conceptual gap between
the representation of the world used by computers and those traditionally used by
humans. There are a number of e orts to bridge this gap by means of technologies
for recognising actions from video [21], summarization of videos [14] and semantic
annotation of videos [5]. However, these are still relatively basic procedures that
generate a conceptual representation of the experiences captured in the video at
a level that remains far from the narratives that a human would have used to
describe the same experience. Given access to a video, or even to the results of
these various processing techniques to annotate it, any human would be able to
produce a brief and concise narrative about what happens in it. Yet this task is
way beyond the current capabilities of machines.</p>
      <p>An important obstacle that faces this challenge is the fact that humans are
notoriously poor at identifying the processes that they apply in processing reality
[16]. The eld of narratology has devoted signi cant e orts over the years to
studying narrative [1]. However, this e ort has traditionally considered narrative
in its nal form with little reference to the way it is constructed from human
perception. In recent years there has been a signi cant e ort to relate narrative to
the study of human cognition [10]. It is clear that this line of research constitutes
a major challenge, given the levels of complexity involved in both narrative and
human cognition. The grand picture to be considered is enormously complex
and full of open questions. Existing examples of narrative can only very rarely
be paired with any kind of alternative record of the experience that led to them.</p>
      <p>This constitutes a signi cant obstacle for applying a data-driven approach to
solve this problem computationally, as these approaches require instances of both
the input that lead to the communication impulse and the narrative that arose
from it. E orts to obtain insights into the processes that lead to the production
of narrative have resulted in the appearance of creative writing as a speci c
discipline, di erent from traditional approaches to literature in the humanities.</p>
      <p>The current disconnect between these two radically di erent views of the same
cultural artefact { narrative { has been identi ed as an open question that needs
solving [11].</p>
      <p>Whereas this lack of consensus as to the nature of the processes actually
involved in the production of narrative presents a considerable di culty for the
computational modelling of narrative production, there is a possibility that
computational e orts may provide useful insights that might help to clarify some of
the elementary aspects that characterise the problem. Disciplines such as social
psychology have long accepted the role of computer simulation as a useful tool
for addressing research problems that are di cult to represent linguistically or
mathematically [17]. This approach has been particularly successful in providing
insights on problems that involve social interaction [2]. In the particular case of
narrative, existing e ort of computational modelling have focused on the
traditional view of the author as an individual that works in isolation [6]. Only
recently has the social aspect of narrative as means of communication between
an author and an audience been considered in computational terms [8]. An
important di culty is that the consideration of narrative is complex enough if the
problem is considered exclusively in terms of the process that the writer needs
to apply. Consideration of the wider social context while maintaining an
acceptable level of complexity in the representation of both narrative itself as a product
and the cognition of the author increases the complexity of the problem beyond
what can sensibly be represented in a computer simulation. Yet the social
aspects clearly play a very signi cant role and they may be worth studying for
their own sake.</p>
      <p>The present paper describes an exploratory model where some basic abilities
of narrative-generating agents are represented in a small society driven by an
accepted need for collecting information about the world, and obeying basic
constraints such as a limited range of perception and a limited life span in the
context of a record of time that extends over generations of agents. The need
to know about a wider world, when an agent's ability to perceive the reality
outside him is limited spatially by a given range perception and a given life
span, creates circumstances where the ability to share fragments of experience
with other agents constitutes an advantage. The consideration of the mechanics
of communicating experience in this fashion, in relation to elementary operations
of perception and cognition, establishes criteria both for how stories themselves
need to be constructed, and how agents decide what and when to share stories
with other agents.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Previous Work</title>
      <p>For the purpose of this paper we want to model the way in which cognitive agents
construct sequential discourses that encode a fragment of their personal
experience to be conveyed to other agents, the way in which other agents interpret
such discourses to enrich their own stored knowledge about the world around
them, and the way such behaviours a ect the management of information over
a network of such agents as a whole. To support the approach followed in the
paper, three areas of previous work need to be considered: the use of computer
simulation in social psychology, basic approaches to agent-based modelling, and
existing computational models of narrative composition.
2.1</p>
      <sec id="sec-2-1">
        <title>Computer Simulation for Social Phenomena</title>
        <p>As the model we intend to build will capture the social nature of discourse as a
communication device, we need to consider previous work on the use of computer
simulation for social phenomena.</p>
        <p>Ostrom [17] argues that computer simulation can provide an alternative
symbol system in which to express theories in social psychology. He argues that
simulations should be undertaken especially when the complexity of the theoretical
processes exceeds the ability of the theorist to hold all relevant postulates in
mind and to accurately generate predictions. He also describes ve complexities
inherent to social behaviour that are di cult to address using symbol systems
other than computer simulation. They mostly concern the di culty in observing
a latent variable { a construct that cannot be observed directly but must instead
be inferred on the basis of its observable manifestations. This is particularly true
of the process of construction and interpretation of narrative from reality, in
which most of the elements that would need to be captured in a computational
model of the process correspond to latent variables. Ostrom's ve complexities
are: the fact that a single latent variable may have multiple manifestations, the
in uence of qualitative cognitive and social structures, the connection between
latent variables and their overt expression, the interaction between multiple
latent variables, and the fact that these phenomena evolve over time. These issues
need to be considered for the current study.</p>
        <p>Neches [15] outlines three possible views of the role of computer simulation
in cognitive psychology: an extreme one where computer simulation is seen as a
superior formalism for theory speci cation, and two more pragmatic ones, one
where it is seen a means of exploring or validating psychological theories, and
one where it is seen as a source of useful concepts. The third view relies on the
view that a computer implementation of a theory may provide insights on the
mechanisms involved in the phenomenon under study, by making us aware of
the constraints that govern them. This third view is the most interesting for the
present paper.
2.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>Agent-based Modelling</title>
        <p>Because we want to address the way in which each agent constructs and
interprets discourse, we need to consider agent-based modelling.</p>
        <p>Helbing [9] provides an overview of agent-based simulation in which he
explains that such simulations, when applied for scienti c purposes, intentionally
make simpli cations to focus on the particular aspects under study. In this way,
they may restrict to modelling very few of the properties known to be relevant
to a given phenomenon, in the hope of achieving a more realistic representation
of those properties. Helbing outlines a number of principles to be followed in
agent-based modelling. These include: the need to describe the evidence to be
explained, the importance of clarifying the purpose of the simulation, and the
need to formulate a hypothesis as to the underlying socio-economic processes or
fundamental mechanisms leading to the behaviour of the system { making sure
that these mechanisms should be at least one level more elementary than the
evidence to be understood.</p>
        <p>In the spirit of the third approach described by Neches, we intend to develop
a computer simulation that does not pretend to be an accurate model of human
behaviour but rather models some very speci c and very elementary aspects that
are known to play a role in the communication between humans by means of
discourse. Instead of building a complex model in the hope of obtaining predictions
applicable to real-life situations, we hope to achieve a simple model that exhibits
interesting properties that may be shared with its more complex counterparts
and may provide insights as to basic constraints that may also underlie those.
The approach should be seen as a computer simulation version of the synthetic
psychology advocated by Braitengerg [3].
2.3</p>
      </sec>
      <sec id="sec-2-3">
        <title>Existing Computational Models of Narrative Composition</title>
        <p>Roger Schank stated that the way in which memory works is not only based on
processes that manipulate mental data, but instead as continuous recalling and
adapting process of previous stories that de ne our world [19, 18].</p>
        <p>Bruner [4] addresses the role of narrative in the way people achieve
knowledge of the world, arguing that experience and memory of human happenings
is organized mainly in terms of narrative. Bruner presents ten features of
narrative that help characterise the particular view of narrative that he is considering
in his argument. These ten features are: narrative diachronicity, particularity,
intentional state entailment, hermeneutic composability, canonicity and breach,
referentiality, genericness, normativeness, context sensitivity and negotiability,
and narrative accrual. These features capture a number of important
characteristics of narrative that would ideally need to be considered in any computational
account of narrative. However, not all of them need to be considered in a speci c
model, if that model is focusing on a particular aspect.</p>
        <p>Leon [12] presents an architecture of narrative memory that combines
pragmatic requirements arising from the need to represent aspects of narrative deemed
relevant in computational approaches with cognitive considerations. As in the
case of Bruner, a number of the features captured in this approach address
characteristics of narrative that are beyond the simple modelling considered in this
paper.</p>
        <p>The ICTIVS model [8] describes the process of composition of discourse {
understood as a vessel to convey a message from a composer to an interpreter
{ in a setting where the message is complex in nature and structure but the
discourse to be employed is restricted to a linear sequence of propositions. The
model includes a series of iterations where the composer progressively revises a
tentative discourse that she attempts to interpret following procedures that the
interpreter is expected to be using. The iterations stop when the interpretation of
the result satis es the expectations of the composer in terms of how the original
intended message will be reconstructed by the interpreter.</p>
        <p>Gervas [7] presents a computational approximation to the task of composition
of a narrative discourse to describe a selected subset of the moves in a given a
chess game. In this case, the record of the complete chess game is understood
as a source representation of reality, and the composed discourse as a narrative
representation of that reality as understood by a particular composer agent.
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>A Model of Remembering, Telling and Understanding</title>
    </sec>
    <sec id="sec-4">
      <title>Experience</title>
      <p>According to the principles outlined by Helbing, we will consider a population of
agents that act in the world { come to life, move, interact with other agents, die
{, perceive a small subset of the world that is close to them, store information
on what they have experienced, and may communicate fragments of this stored
information to other agents. Our hypothesis is that the underlying mechanism
that governs the interactions between these agents is a pressure to maximise the
perceived amount of information that each agent has managed to compile on
the world at end of its life-span. Given basic considerations of limited
perception, nite life-span, and limited resources in terms of time to invest in either
exploring the world or communicating with other agents, procedures for sharing
information with other agents as linear discourses should provide a competitive
advantage when adopted by the society of agents. The behaviours resulting from
such an approach should present signi cant similarities with the established way
of exchanging information in the form of narratives.
3.1</p>
      <sec id="sec-4-1">
        <title>Basic Model</title>
        <p>The construction of a model such as we require involves the establishment of:
{ a de nition of the world to be experienced
{ the de nition of agents as participants in the world (and thereby as objects
experienced by other agents)
{ a de nition of agents as cognitive actors (or subjects of experience who
perceive a partial view of the world and store information about it in some
format)
{ the establishment of a communication mechanism whereby agents may share
information
The World We consider the world to be a two-dimensional space of discrete
cells, such that a single agent can stand in a given cell. Each cell can be identi ed
by its horizontal and vertical coordinates with respect to a given reference point.
Although many di erent con gurations could be used, the initial tests have been
run with an 8 x 8 cell, with the reference point established at the bottom left
corner.</p>
        <p>Agents as Participants Agents are identi ed by capital letters. Agents are
capable of moving and talking. They can move over the world in vertical or
horizontal directions, one cell at a time. An example of a succession of states of
the world is shown in the rst column of Table 1. The behaviour of each agent
is controlled by a set of modules that encode the heuristics to decide when and
where it will move and when it will talk. These modules can be con gured in
di erent ways, to allow for di erent degrees of mobility and garrulousness over
the full set of agents. The values for these con gurations parameters may play
a role in determining the success of individual agents and/or the overall success
of the social communication strategy. Speci c modules also control reproduction
behaviour and agent's demise. Each agent is spawned at a random position in
the world.</p>
        <p>a b c d e f g h
a b c d e f g h</p>
        <p>Agents as Cognitive Subjects Agents are assumed to have perceptive
abilities that allow them to perceive all actions that happen within a given radius
of their current position. This is considered the range of perception. The range
of perception is set at one cell in all directions { including diagonals { to ensure
that agents that do not move have a limited perception of the world, and that
agents wanting to report their experience at a given point in time have a limited
amount of information to deal with.</p>
        <p>Agents store their perception of the world around them as a partial view
{ determined by their current position and their range of perception { of the
map of the world at a given point in time. As agents move, their perception will
shift to a di erent portion of the world. Agents are capable of converting their
perception of the world into this type of view. The overall record of a given agent
will therefore be a sequence of snapshot of such partial maps. An example of a
succession of such partial maps is shown in the second column of Table 1.
Communication Mechanism The purpose of the simulation is to explore the
e ects of the hypothesized pressure to compile information about the successive
states of the world on the di erent strategies for constructing messages, sharing
them with other agents, and interpreting those received from other agents.</p>
        <p>It is clear that agents limited to perceiving the world as they move around
are unlikely to reach high levels of coverage over the absolute space of all states
of the world over time, due to their limited perception. The possibility of sharing
their partial views with other agents would signi cantly increase the coverage
they can collectively achieve.</p>
        <p>In an ideal setting, an agent would be able to share all its memories with
any agents within its range of perception. However this would be unrealistic.
We need a model of communication that incorporates restrictions on the time
devoted to communication. The amount of information conveyed should have
some correlation with the time invested in communicating. This places pressure
on the selection of what information to communicate and on the format used to
communicate it, which are some of the features we are interested in.</p>
        <p>This establishes some initial constraints on the format of communication of
information. If at a given point in time agents were to communicate a full
description of the N xN square that they perceived at some other moment in time,
the listening agent would be restricted to a one shot view of the world, with little
change of dynamic information. Even if the ratio between the processing ability
for perception and interpretation were changed, the possibilities of covering
appreciable segments of the world in this way would be small. So some procedure
of optimising the encoding of experience must be put in place. This is one of the
aspects of the simulation that can be tested during exploration.</p>
        <p>Any such messages { given that they may refer to location, moments in time,
and agents other than the current ones { must explicitly encode location, time
and protagonist1 in such a way as to allow an interpreting agent to place them
1 We are at present con ating the roles of protagonist and narrator, as we assume
that any such basic communications would necessarily be phrased in the rst person.
in the appropriate context. An example of discourse bursts is shown in the third
column of Table 1. A discourse using absolute values for locations constitutes
a compact representations of the set of partials views it encodes. The use of
speaker-centric relative values for describing locations is even more compact.</p>
        <p>As agents need to construct this type of message, di erent solutions to this
task may have di erent impact on the overall success of both individual agents
and the collective as a whole. These aspects will be explored in the simulation.</p>
        <p>Each agent must be capable of converting any messages received into its own
representation of the world. Table 2 shows an example of how the knowledge of
the world held by agent B, before and after processing the example discourse
generated by C (see Table 1). Again, the procedures for this need to be explored
in the simulation.</p>
        <p>a b c d e f g h
1 X X X X X X X X
2 X X X X X X X X
3 X X X X X X X X
4 X X X X X X X X
5 X X X X X
6 X B X X X X
7 X X X X X
8 X X X X X X X X</p>
        <p>a b c d e f g h
1 X X X X X X X X
2 X X X X X X X X
3 X X X X X X X X
4 X X X X X X X X
5 X X X X X
6 X X B X X X
7 X X X X X
8 X X X X X X X X</p>
        <p>a b c d e f g h
1 X X X X X X X X
2 X X X X X X X X
3 X X X X X X X X
4 X X X X X X X X
5 X X X C X X
6 X X X B X X
7 X X X X X
8 X X X X X X X X</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Competing Con gurations of the Model</title>
      <p>Each of the elements of the model needs to be con gured to behave in particular
ways. The di erent possible con gurations interact with one another. To explore
Subsequent e orts may delve into the details that may arise from considering more
elaborate approaches.
the full set of possibilities is beyond the scope of this paper. However, some
basic possible con gurations are reported to demonstrate the potential of the
approach.
4.1</p>
      <sec id="sec-5-1">
        <title>Movement</title>
        <p>Agents can move freely around the board. The way in which they decide to
move will a ect the amount of information that they have available at the end
of their life-span. Agents may prefer to remain near xed positions as this may
maximise their personal perception of relative information coverage. Since they
are unaware of other locations, they may reach the end of their life-span under
the conviction that they know all there is to know about what happened in (their
limited view of) the world. However, appearance of another agent coming from
other parts of the world may disturb this brittle impression, as their stories may
identify far away places (and may set the listener wondering about what may
have happened there).</p>
        <p>Alternatively, agents may decide to wander, traversing the world to explore
what can be found beyond their range of perception. This type of agent is likely
to discover a larger subset of the overall available space, but as a result it will
develop a lower personal perception of relative information coverage.
4.2</p>
      </sec>
      <sec id="sec-5-2">
        <title>The Role of Communication</title>
        <p>Agents need to decide how they approach the task of composing the type of
message that is being passed around. Although agents are in theory free to
compose messages as they see t, it is clear that comparative advantage will
only be achieved if some agreement is reached between the way in which agents
compose their messages and the way other agents interpret them.</p>
        <p>A baseline procedure for carrying out this task can be imagined by
considering analogies with the way humans go about similar tasks.</p>
        <p>Agents may optimise the encoding their partial view of the world at a given
point in time in two di erent ways: by restricting what is reported in a message to
exceptional elements { themselves carrying out some action, an action by another
agent being seen, another agent being visible, becoming visible or disappearing
as a result of some action {, and by describing their perception in terms relative
to themselves.</p>
        <p>By following these two strategies, agents describe only the highlights of their
partial view in terms relative to their position at that point in time. This allows
for several moments in time to be so described within the space equivalent to a
full perception of the view at a given moment (which would also include encoding
for the empty spaces). In order for other agents to be able to interpret this
correctly (see below), the rst segment of such a representation is devoted to
establishing the position and the moment of time of the telling agent at the
start of conveyed span of experience. As these spans may be passed on from
one agent to another, the next segment of the representation indicates who the
protagonist agent of the span is. To avoid the use of overloaded terms that might
cloud the issue { such as story or narrative, which may bring in preconceived
notions of the reader { we will refer to this medium of communication as a burst
of discourse. An example of these various mechanisms at work can be seen in
the discourse burst produced from a partial view of world shown in Table 1.</p>
        <p>An important advantage of the relative approach to description of perception,
is that the interpretation of busts of discourse of this type can be achieved by
reusing the procedure by which a perceiving agent constructs the map view of
experience that it would have if experiencing the events conveyed by the message.
5</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Discussion</title>
      <p>The approach described in the present paper constitutes a preliminary
description of a computer simulation that is currently under construction. The basic
infrastructure for handling a number of agents in the type of environment described
is already available. Implementations of the type of epistemic agent described,
capable of perceiving the world in the manner described and storing information
obtained from those perception in the manner outlined is already available.
Basic implementations of some of the possible approaches to composition of bursts
of narrative discourse of the type described are under way.</p>
      <p>The description of the model as presented in the paper already permits the
identi cation of a number of problems that any computational model of narrative
would have to take into account.</p>
      <p>First, Ostrom's ve complexities need to be considered as they a ect the
modelling of narrative. The description provided at the level of detail required
for modelling the phenomenon in this fashion, ilustrates the fact that a number
of crucial aspects { such as the speci c procedures used for composition and
interpretation of bursts of discourse { may be playing the role of latent variables,
in the sense that they cannot be observed directly but only as they a ect the
results that are exchanged betwen the agents. In the particular case of
studying narrative as it occurs in the world, the problem is further compounded by
the fact that the actual perception (or conception if narrative is understood in
broader terms to encompass ction as it mostly does) that the composer wants
to convey also becomes latent in a similar way: it is unavailable for observation.
The proposed model has the advantage of providing a controlled experimental
setting in which this perception of reality is indeed observable as it is explicitly
modelled outside the agent. Nevertheless, Ostrom's concerns about the
interaction between multiple latent variables and their evolution over time are also
relevant for this approach, and computer simulation may provide the means of
exploring them.</p>
      <p>Second, Helbing's observation that an agent-based modelling approach need
to formulate a hypothesis as to the fundamental mechanism that drives the
behaviour of the system { at least one level more elementary than the evidence to
be understood { has been followed in the present proposal by restricting the set
of features explicitly represented in the system to elementary aspects of
cognition and perception. The main hypothesis underlying the proposed approach is
that such features constitute a basic network of constraints that establish the
fundamental form of discourse that humans can employ to communicate
narrative. Although this constitutes a very crude representation of the much more
complex phenomena that need to be addressed for narrative { such as
interest, a ect, emotion {, it provides a valuable guideline which may help in the
search of meaningful baselines to implement the various procedures that would
be required to obtain an operational version of the described architecture.</p>
      <p>Third, the proposed approach is restricted to a small subset the ten features
of narrative described by Bruner. Overall, the described model is indeed based on
the way in which man achieves knowledge of the world { which Bruner lists as the
original motivation for his discussion {, and considers explicitly the interaction
between perception and transmission between agents. The underlying framework
for representing the world and the solution used to represent agent's knowledge
stores satisfy narrative diachronicity. The representation considered only deals
with burst of discourse concerning particulars, so they lack the additional layer of
acting as tokens of broader types. The remaining features that Bruner considers
would correspond to more elaborate layers of understanding and representation
than considered here, but it is our belief that even those more elaborate layers
would need to operate within the constraints established by the more elementary
features concerning this particular type of communication of experience between
agents.
6</p>
    </sec>
    <sec id="sec-7">
      <title>Conclusions</title>
      <p>The present paper proposes a computational model of basic interchange of
information about the world between agents that have their own perceptions but
may learn about the world also from the perceptions of others. Elementary issues
of the ratio between the information compiled versus the e ort invested in its
acquisition are interpreted into a set of constraints that drive possible solutions
for communication mechanisms between agents into formats surprisingly similar
to those observed in the human approach to telling stories. This is considered a
promising insight.</p>
    </sec>
    <sec id="sec-8">
      <title>Acknowledgements</title>
      <p>This paper has been partially supported by the projects WHIM 611560 and
PROSECCO 600653 funded by the European Commission, Framework Program
7, the ICT theme, and the Future Emerging Technologies FET program.
3. V. Braitenberg. Vehicles: Experiments in Synthetic Psychology. Bradford Books.</p>
      <p>MIT Press, 1986.
4. Jerome Bruner. The narrative construction of reality. Critical inquiry, pages 1{21,
1991.
5. Stamatia Dasiopoulou, Eirini Giannakidou, Georgios Litos, Polyxeni Malasioti,
and Yiannis Kompatsiaris. A Survey of Semantic Image and Video Annotation
Tools, pages 196{239. Springer Berlin Heidelberg, Berlin, Heidelberg, 2011.
6. Pablo Gervas. Computational approaches to storytelling and creativity. AI
Magazine, 30(3):49{62, 2009.
7. Pablo Gervas. Composing narrative discourse for stories of many characters: a case
study over a chess game. Literary and Linguistic Computing, 29(4), 08/14 2014.
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