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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Common Model for Representing Stories in Automatic Storytelling</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Eugenio Concepcion</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="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gonzalo Mendez</string-name>
          <email>gmendez@fdi.ucm.es</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Facultad de Informatica</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Instituto de Tecnolog a del Conocimiento Universidad Complutense de Madrid</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>The present paper proposes a common representation model that allows the free exchange of knowledge between di erent story generation systems as a base for a collaborative environment to run an enhanced process of literary creation. In addition to this objective, this model aims at the development of a story representation formalism for creating a common knowledge base that can be fed in the future with the outcomes of new storytelling systems, without the need to adapt it to every system-speci c representation model.</p>
      </abstract>
      <kwd-group>
        <kwd>computational creativity</kwd>
        <kwd>story generation systems</kwd>
        <kwd>knowledge representation</kwd>
        <kwd>formal languages</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Automatic story generation is a part of a wider research area in Arti cial
Intelligence named Computational Creativity (CC), which is the pursuit of creative
behaviour in machines [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ]. A story generator algorithm (SGA) refers to a
computational procedure resulting in an artefact that can be considered a story [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
The term story generation system can be considered as a synonym of storytelling
systems, that is, a computational system designed to tell stories.
      </p>
      <p>
        Story generation systems are faced with a signi cant challenge of acquiring
knowledge resources in the particular representation formats that they use. They
face an inherent di culty when using formal languages in the detachment
between the formulation of the needs in the real world and its representation in
a formal construction. These di culties are increasingly greater when the
systems participate in a co-creation model with humans [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. The co-creation process
in the context of Computational Creativity implies the involvement of several
systems and humans working together in an iterative cycle of enhancement.
      </p>
      <p>The present paper introduces a model for expressing knowledge related to
the domain of narrative. The goal of this formalism is to ease the interchange
of information between di erent story generation systems operating in a
collaborative ecosystem. Its purpose is to establish a co-creation cycle inside an
architectural model that allows the involved systems to take advantage of the
shared knowledge model and use it for enhancing the quality of the generated
texts.</p>
    </sec>
    <sec id="sec-2">
      <title>Background</title>
      <p>This section reviews the way story generation systems represent the knowledge
they need to create stories. The existence of commonalities across the existing
systems is necessary to establish a shared model for knowledge representation.</p>
      <p>
        TALE-SPIN [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] was basically a planning solver that wrote up stories by
narrating the steps performed for achieving the characters' goals. TALE-SPIN
stories were set in a forest. The system took as input a collection of characters
with their corresponding goals, and generate a sequence of steps while resolving
them. After that, it wrote up a story narrating the steps performed for achieving
those goals. TALE-SPIN knowledge representation relied heavily on Conceptual
Dependency Theory [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ], and it represented the problem domain using a set of
primitives, expressed in a formal language.
      </p>
      <p>
        Author [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] was the rst story generator to include the author intentionality
as a part of the story generation process. Dehn considered that stories were a
retrospective justi cation for a plot conceived in authors mind. For this reason,
Author tried to emulate a real writer's mind. The process considered that there
were underlying objectives driving the storytelling process, even when the author
had not clearly expressed them. From an architectural point of view, Author was
a planner, but, unlike TALE-SPIN, it used the planning to ful ll authorial goals
instead of character goals. During story generation, Author built iteratively the
plot for better meeting the goals of the author, that could also be readjusted in
every iteration after a reviewing stage.
      </p>
      <p>
        Mexica [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] was developed as a computer model whose purpose was studying
the creative process. It generated short stories about the early inhabitants of
Mexico. Mexica was a pioneer in that it took into account emotional links and
tensions between the characters as a means for driving and evaluating ongoing
stories. Mexica knowledge management could be considered complex and
sophisticated. Its knowledge base included several types of structures for representing
things like characters relationships, actions, emotional links, and a literary base
composed of previously generated stories.
      </p>
      <p>
        Thespian [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] introduced a richer representation of characters subjectivity by
modelling their beliefs. Every character had a representation of their own beliefs
about the story world, and those beliefs could even be false. This feature made
characters could reason about the way the others see the world.
      </p>
      <p>
        Fabulist [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] is a complete architecture for automatic story generation and
presentation. It combines an author-centric approach together with a
representation of characters intentionality, and an open-world planning for creating highly
believable stories. Fabulist has been designed to enable story generation with
little prior knowledge built into the system [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. This feature was intended to allow
Fabulist to generate stories of types that were not anticipated by the systems
creator. Thus, Fabulist includes among its goals plot coherence and character
believability when performing story generation.
      </p>
      <p>
        STellA (Story Telling Algorithm) [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] is a story generation system that mixes
a non-constrained simulation-based production of world states and narrative
actions as source material for a conceptual space exploration engine. The system
manages states in a non-deterministically generated space of partial stories,
making choices until it nds a satisfactory simulation of events progression of the
simulations that is rendered as a story.
      </p>
      <p>
        PropperWryter [
        <xref ref-type="bibr" rid="ref10 ref11">10, 11</xref>
        ] is a story generation system that creates russian
folktales according to Propp's generation rules [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. These rules provide a very clear
description of how the folktales morphology could be used for story
generation. It uses a set of abstractions for representing the essential concepts de ned
by Propp, especially the character function, and de nes a procedure that rst
chooses a sequence of character functions to act as abstract narrative structure
to drive the process, and then progressively selects instantiations of these
character functions in terms of story actions to produce a conceptual representation
of a valid story.
      </p>
      <p>
        Charade [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] is an a nities-based story generation system which generates
stories after simulating the evolution of a relationship between two characters
using their mutual a nities, and operating as decoupled as possible from the
story domain. This system is an agent-based architecture developed using JADE.
      </p>
      <p>
        In addition to these single storytelling systems, Slant [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] must be considered
as an example of storytelling systems interoperating for producing a enhanced
outcome. It is a complete architecture for creative story generation that
integrates di erent types of story generation systems. Its architecture is the result
of the integration of several di erent components: one based on Mexica [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], one
based on GRIOT [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] , and a new system speci cally developed for Slant.
      </p>
      <p>Slant represents the story in a shared data structure, according to the
blackboard architectural pattern. This resource allows the participating storytelling
systems and components to create stories collaboratively. The goal is to allow
the systems to in uence each other for generating an enhanced result. The
blackboard architecture and the Slant story XML format that is used, open up new
possibilities for collaboration between creative literary systems, allowing models
of creativity to be developed and added in di erent con gurations.</p>
      <p>
        The process for generating stories in Slant begins with minimal, partial
proposals from a simple unit, named the Seeder [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. In turn, the subsystems
MEXICA, Verso, and Fig-S read and complete the set of proposals, each according
to its focus. When they have nished the processing, the enhanced story
speci cation is sent to GRIOT-Gen so conceptual blending can be applied to the
relevant templates and then to the text generation component of Curveship.
Finally, Curveship-Gen generates a nished story in natural language, delivered as
a text le that can be read and considered by human readers.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Statement of the problem</title>
      <p>
        To enable a better understanding of the problem, let us consider how to develop
an automatic story generation system that could generate a story like \War and
peace" [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]. This novel tells the story of the Napoleonic invasion of Russia and
its impact on Russian society through the stories of ve Russian aristocratic
families. The novel is a truly monumental work, containing several chapters
devoted to philosophical disquisitions, detailed military strategy scenes, and a rich
description of the emotional evolution of the characters. From an anthropological
perspective, it provides a complete historical and cultural context.
      </p>
      <p>In the light of the above, creating such a system would be a formidable
challenge. Considering the capabilities of the existing storytelling systems, the
target generator should be able to operate at di erent levels of detail and resolve
many interwoven subplots. For example, when generating the narration of the
war, the system should create a detailed description of the movements carried
out by the Napoleonic army on Russian territory, and the corresponding response
of the Russian generals. To do this, it would need to focus on strategy, with a
discourse aimed at describing the movements of troops, the relationships between
the actions of the Napoleonic army and the countermeasures of the Russian
army, the activity of the convoys of military supplies, the terrain di culties,
and nally, a detailed description of the battles fought during the campaign. In
such type of narration there is no room for long dialogues, nor for focusing on
individual thoughts or feelings. Narrative resources are aimed at representing
the complete picture of events. The detail is used in the description of the facts
and the scenarios in which they take place.</p>
      <p>On the other hand, to develop the story of the relationships between the
characters that take place during the war, it would require the system to be able
to simulate the various characters involved, their feelings, their intentions, their
social norms and their actions. The interaction between the characters would
lead to changes in mutual perception and feelings. To convey all this evolution,
it would be necessary to resort to witty dialogues, in which the characters
reveal their feelings and intentions, or to minutely narrated scenes that show how
they behave. Of course, a believable love story can only be achieved by
employing a good amount of knowledge about every single character. This knowledge
includes a complete psychological portrait, which allows a deep understanding
of its motivations, a proper representation of the historical context, and many
other aspects related to the characters' consistency.</p>
      <p>The above examples do not exhaust the list of requirements. In a novel like
\War and peace" there are multiple aspects that would require of a speci c
processing in a storytelling system. To mention some of them: the thematic
aspects require a simulation model centred on the intentions of the author; the
description of a duel requires a simulator of physical world; and a
philosophical re ection about the status of the servants requires a reasoning engine that
includes knowledge concerning the social context in nineteenth-century Russia.</p>
      <p>It seems quite di cult to generate such a novel with a single storytelling
system. The prior example just tries to pose a question about the complexity
of working at di erent levels of knowledge representation. The simplest way of
creating rich and complex stories is using di erent systems, generating di erent
types of content according to their capabilities.</p>
      <p>The existence of di erent story generators, each with a di erent approach
not only to how to identify the next action to continue an existing draft, but
also to how to evaluate the quality of a partial draft requires the de nition of
a speci c interaction protocol to guide the way they collaborate among them
to create a single consensus draft. The context of the interaction would be a
set of story drafts that are being developed over a sequence of interactions. As
such, every draft contains a fusion of the information provided by the various
generators, represented in the shared format.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Methodology</title>
      <p>
        From a methodological point of view, this paper focuses on identifying the
dimensions considered by the knowledge managed by storytelling systems. The
strategy being followed was originally outlined in a previous paper [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. A set of
dimensions was selected for identifying the common aspects in the representation
of knowledge in storytelling systems.
      </p>
      <p>
        The representation model is strongly in uenced by the components of
narrative identi ed in the classic Narratology [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Narratology is a humanities
discipline dedicated to the study of the logic, principles, and practices of
narrative representation [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. Its concepts and models are widely used as heuristic
tools, and narratological theorems play a central role in the exploration and
modeling of our ability to produce and process narratives in a multitude of forms,
media, contexts, and communicative practices.
      </p>
      <p>
        In order to clarify the developed model, it is necessary to set out the main
concepts that come into play. The following de nitions are based on those
established by the traditional literature [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]:
      </p>
      <p>Narrative is considered as a story articulated in a discourse. It is a complex
concept, which involves several components itself.</p>
      <p>Story is the content of the narration; it includes what happens, namely, the
plot, and the space in which the action occurs.</p>
      <p>Space includes the characters, settings, props and anything which is present
either physically or abstractly in the space of the narrative |that is to say, the
existents. Because existents change and evolve over time, the space also consists
of an initial state which contains the set of all existents' states as they exist
before the start of the plot.</p>
      <p>Plot is the basic structure of any story. A plot is a set of events with an overall
structure which represents both the temporal ordering, and the causal relations
between the events. Events typically consist of one or more low-level actions,
instigated by and/or a ecting a number of entities in the space. The concept of
plot encompasses the ways in which the events and characters' actions in a story
are arranged and how this arrangement in turn facilitates identi cation of their
motivations and consequences.</p>
      <p>Discourse is the particular mean of telling a story. This may include several
aspects such as the narrator's perspective, the ordering and duration of the
events in the plot, etc.</p>
      <p>
        Apart from these high level concepts, that constitute the roots of the model,
there are other relevant concepts that have been considered due to its importance
in this representation model. The representation of the characters is one of them.
According to Jannidis [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], there are three forms of relevant knowledge for the
narratological analysis of the characters:
{ The basic type, which provides a very fundamental structure for those
entities which are seen as sentient beings.
{ The character models or types |that is to say, character stereotypes.
{ An encyclopedic knowledge of human beings behaviour, ranging from
everyday situations knowledge to any other relevant knowledge that could
contribute to the process of characterization.
      </p>
      <p>The proposed representation model considers these three levels, covering
totally the two rst, and partially the third one.</p>
      <p>
        Another key concept is the narrative space, that goes further than the
representation of a world in terms of a simple container for existents and a location
for events. Resorting again to narratology, we have considered ve levels [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] for
modelling the narrative space:
{ Spatial frames: the immediate surroundings of actual events. Spatial frames
are shifting scenes of action, and they may ow into each other. They are
hierarchically organized by relations of containment, and their boundaries
may be either clear-cut or fuzzy.
{ Setting: the general socio-historic-geographical environment in which the
action takes place. In contrast to spatial frames, this is a relatively stable
category which embraces the entire text.
{ Story space: the space relevant to the plot, as mapped by the actions and
thoughts of the characters. It consists of all the spatial frames plus all the
locations mentioned by the text that are not the scene of actually occurring
events.
{ Narrative (or story) world: the story space completed by the reader's
imagination on the basis of cultural knowledge and real world experience.
{ Narrative universe: the world (in the spatio-temporal sense of the term)
presented as actual by the text, plus all the counterfactual worlds constructed
by characters as beliefs, wishes, fears, speculations, hypothetical thinking,
dreams, and fantasies.
5
      </p>
    </sec>
    <sec id="sec-5">
      <title>Proposed model</title>
      <p>
        If we analyse in detail the existing storytelling systems, two conclusions can be
reached regarding knowledge representation [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. On the one hand, the knowledge
related to the story generation process is inherently ad hoc, and consequently
hardly exportable from one system to another. On the other hand, we can
observe that there is a common element for every storytelling system that can be
interchanged, the generated story. By means of a careful analysis of the structure
of the stories, the common elements arises. The resulting representation model
is summarized in Figure 1.
      </p>
      <p>plot
features
behaviour
features
relationships
features
cognition
function
cultural
physical
cultural
physical
cultural
physical</p>
      <p>The model has been designed in a hierarchical structure, in which the root
concept is the story. A story represents what both intuitively and
narratologically can be considered a story, that is, a narration of events happening in a
setting. It is composed by the two classic narratological components: the plot
and the space.</p>
      <p>The plot is represented as a sequence of scenes. A scene is conceptually
related to the division of a play, that represents a single episode inside the plot.
It is clearly conditioned by the time division, which means that is a sequence
of events that happen during a time frame. From a spatial point of view, it is
also constrained to take place in a single spatial frame |considering the spatial
frame de nition mentioned before. So, the scene is composed by a sequence
of events, that can be actions or happenings. An action is an act performed
by one or more characters in the story, generating consequences. The resulting
consequences of every action are expressed as a modi cation in the global state of
the space |considering it as the whole setting and the existents. A happening
is an event that happens in the plot, as an accident or as a consequence of a
prior action or happening. A happening can be natural |it rains| or arti cial
|a car accident.</p>
      <p>
        The space encompasses the whole universe in which the plot is developing.
It is composed by the setting and the existents. The existents are the whole
set of actors that take a part in the story. They can be characters, living beings
|an animal|, and an object in the setting. The two last types are mainly
de ned by their physical features and their cultural signi cance in the story.
The characters are the most relevant, and also the most complex to represent,
elements in the story. The proposed model considers not only their physical,
psychological and social features, but also their cognitive-related characteristics.
The cognition of the characters is represented in a very detailed manner due
to its importance for ensuring story consistency and characters liability. The
aspects considered have been chosen after analysing those used by the existing
storytelling systems [
        <xref ref-type="bibr" rid="ref14 ref15 ref19 ref21 ref26 ref7">26, 15, 7, 14, 19, 21</xref>
        ] and theoretical studies about Narrative
[
        <xref ref-type="bibr" rid="ref1 ref16">1, 16</xref>
        ]. So, the representation of cognition includes the following facets:
{ Goals: The goals are the results or achievements toward which the character
e ort is directed. The model considers two types of goals: conscious and
unconscious. In the rst case, the character is aware of them, in the second,
they drive the character's actions, but he/she is not aware of them.
{ Intentions: The intentions refer to the general plan that every character has,
and the drive for his/her actions.
{ Knowledge: Despite the characters act and interact in the same space, every
single character could have di erent levels of knowledge concerning it. That
means that the characters are not considered to be omniscient. This
knowledge can evolve over the time, so characters can be acquiring or discarding
knowledge as the story develops.
{ Memories: Unlike the general knowledge, the memories refer to some past
situations that have relevance in the story. For example, a memory can be
referred to a past scene in which the character took part.
{ Beliefs: The beliefs are a very subjective part of every character's cognition.
      </p>
      <p>They refer to facts about the world which the character considers as axioms,
regardless of they are true. They can be part of the character's cultural or
religious code, or simply originate in a particular misconception of the world.
{ Dreams: The dreams represent the unconscious aspirations of the character.</p>
      <p>He/she may not be aware of them, but they can operate at a subconscious
level and inspire his/her intentions.
{ Fantasies: The fantasies are product of characters' imagination. They are
beliefs or notions based on no solid foundation, a fact which the character is
perfectly aware of. They represent aspirations that the character considers
unreachable, but he/she enjoys thinking about them.
{ Emotions: The emotions are related to the feelings of the character. They are
usually in uenced by the relationships that the character establishes with
the others, and the evolution of them during the story.</p>
      <p>
        Another relevant element of character's representation is the function.
Although many approaches treat characters as entities subject to speci c rules that
interact in a simulated story world, there is another important line of thought in
the treatment of characters: the functional view. In this perspective, pioneered
by Aristotle [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] and followed by contemporary authors such as Propp [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ],
characters are subordinate to the narrative action. There are storytelling systems [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]
that describe characters in terms of a structure based on their roles in the plot.
Hence, the function tag refers to this approach and provides a way for de ning
the functional role of the character in the underlying structure of the story.
      </p>
      <p>The setting is a combination of a set of physical |or virtual| locations in
which the action of the story takes place, and the set of cultural and physical
rules that govern the story world. The locations can be considered the scenario
in which every scene that composes the plot takes place. So, as shown in the
model, every scene links to its corresponding location.
6</p>
    </sec>
    <sec id="sec-6">
      <title>Application</title>
      <p>The model presented before aims at providing a reliable way of interchanging
knowledge between di erent story generation systems, each of them using its
own inner representation model.</p>
      <p>
        The application of this model must necessarily rely on an architecture which
combines di erent storytelling systems. For that purpose, it has been proposed
a service-oriented architecture[
        <xref ref-type="bibr" rid="ref3 ref4">4, 3</xref>
        ] that combines three existing story
generation systems: STellA (Story Telling Algorithm) [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], PropperWryter [
        <xref ref-type="bibr" rid="ref10 ref11">10, 11</xref>
        ],
and Charade [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. The involved systems will be adapted for packaging their
basic functionalities as microservices that publish their capabilities as REST-based
API [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. This target architecture is summarized by Figure 2.
      </p>
      <p>Every service will understand and generate messages for communicating with
the others. The inner story generation processes of every system are unlikely to
be interchangeable, but not the nal product: the story. To this end, the proposed
representation model is centred on the story, that is the common element among
the various systems. Therefore, by means of the common model it is possible to
establish an iterative cycle of story generation, in which every service contributes
to the story by generating a part of it. This way, the ability of PropperWryter is
to develop the general scheme of the story, while STellA can provide a detailed
simulation of the di erent scenes, and Charade describes the evolution of the
relationships between the characters. All the required information for achieving
this can be represented by means of the common model.
7</p>
    </sec>
    <sec id="sec-7">
      <title>Conclusions</title>
      <p>The model presented along this paper is based on the analysis of the
knowledge required by existing storytelling systems. It tries to establish a baseline
for make easier the interchange of knowledge between di erent story generation
systems, and make possible the generation of richer and higher-quality stories
by combining the capabilities of several systems.</p>
      <p>In order to avoid to a ect the internal story generation process of every
participating system, the proposed model focuses on the product, that is the
story. This approach seems to be the most convenient for keeping the common
representation agnostic from the speci cs of each system.</p>
      <p>This knowledge representation model requires to be complemented by a
architectural model which allow the development of a collaborative generation
process involving various storytelling systems. Future work involves the
development of a test eld for this model, which allow to re ne it and overcome
its aws. Currently, the authors are working in the target architecture, which
involves the development of a storytelling ecosystem based on the referred
systems |STellA, PropperWryter and Charade| as a benchmark for applying the
common representation model.</p>
      <p>Some of the essential points that will need to be evaluated are those related
to knowledge consistency between systems, the possible degradation of the
semantics, and the loss of relevant information during the communication between
the participating systems. We considered that the future work on the proposed
storytelling ecosystem will allow a complete study of these concerns, and also
the improvement of the model to guarantee that the nal result covers all the
speci ed objectives.</p>
    </sec>
    <sec id="sec-8">
      <title>Acknowledgements</title>
      <p>This paper has been partially funded by the project IDiLyCo: Digital Inclusion,
Language and Communication, Grant. No. TIN2015-66655-R (MINECO/FEDER).</p>
    </sec>
  </body>
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