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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Introducing Mood and Affinity to Generate Brief Template-based Dialogues in Storytelling Systems</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Alejandro O N˜ATE</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gonzalo ME´ NDEZ</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pablo GERV A´S</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Facultad de Inform a ́tica, Universidad Complutense de Madrid</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Instituto de Tecnolog ́ıa del Conocimiento, Universidad Complutense de Madrid</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper describes the earliest stage of our work on generating dialogues for stories. It aims to develop an algorithm that allows us to create short character-to-character dialogues in Spanish and in controlled contexts. For this dialogue generation, a system based on RiveScript templates has been designed. The main goal is to generate brief question-answer dialogues taking into consideration characters' mood and affinity. These dialogues are generated based on a selected context, together with some input characters' parameters. In this way, it allows us to create brief dynamic conversations that evolve together with the characters.</p>
      </abstract>
      <kwd-group>
        <kwd />
        <kwd>dialogue generation</kwd>
        <kwd>templates</kwd>
        <kwd>mood</kwd>
        <kwd>affinity</kwd>
        <kwd>story generation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        In the field of Artificial Intelligence (AI), automatic story generation has been the
object of research for more than fifty years. The Story Generation Algorithms (SGA) are
computational procedures with a textual output that can be considered a story. Currently,
there is a large number of storytelling systems in existence [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>However, these algorithms have a shortcoming: they only create monologues or
indirect speech text, even though in some cases these algorithms can build fairly
sophisticated stories.</p>
      <p>
        In most interactive storytelling systems, the ability to generate dialogues between
characters [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] is still not present, even though a good story can benefit from the inclusion
of conversations in the story, which could help readers understand better the characters’,
allowing them to engage more with the story.
      </p>
      <p>
        Traum [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] states that, currently, dialogue management systems do not face novel
interactive behaviors. The current trend is to base dialog generating systems on the human
analysis of data and the updating of models, instead of letting the system develop a new
understanding and capacities through the use of dialogue.
      </p>
      <p>The main goal of this work is to develop a system able to generate dialogues that can
enrich a story in Spanish. To carry out this task, we have focused on dialogue generation,
with a question-answer style. In these first steps, these dialogues are generated using a
template-based mechanism.</p>
      <p>In this way we can quickly obtain results and we are able to focus on the additional
value of these dialogues, which is in the speech style of each character. In order to
generate dialogues, we take into account the mood of each character and the affinity that
exists between them. This allows us to generate different dialogues for the same situation,
taking into account the current characteristics of each character.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <p>
        There are several methods to address the task of dialogue generation. Currently, systems
based on deep learning techniques are booming. Neural models of dialogue generation
are able to generate dialogues between conversational agents. These techniques are
improving very quickly and they already produce realistic dialogues. In the work described
in [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] they offer continuity and coherence between past and future dialogues.
      </p>
      <p>These techniques rely on the compilation of large volumes of data of examples of
dialogue. This corpus of dialogues, in order to be valid, must be correctly labeled with
the knowledge that is to be used as input parameter of the generation system. This is
a very laborious task, and resources along these lines are usually only available for the
English language, since English is the most commonly used language in this research
area.</p>
      <p>
        A quick and effective method to obtain these large volume of dialogues and build
the corpus automatically is to use databases of film subtitles [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. This technique is widely
used and helps in the generation of realistic dialogues, but it does not lend itself to be
driven by character mood or affinity, since it is difficult to obtain values for these features
automatically from the dialogues.
      </p>
      <p>Since our main objective is to enrich dialogues by using characters’ mood and
affinity, the task of creating the corpus increases enormously, as the corpus should be
composed of thousands of dialogues in Spanish, in different situations and different
contexts. In addition, in order to be exhaustive, all of these dialogues should be generated
and labelled for all the possible combinations of personality and mood of the involved
characters.</p>
      <p>
        For this reason, this work focuses on techniques for dialogue generation based on
templates, similarly to the work described in [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. With systems of this type we have a
greater control over the generated text, and the aesthetics of the resulting dialogues are
usually better than those obtained using other options. This is an important factor, since
it allows us to generate a wide range of dialogues using configuration parameters without
the need to develop a large corpus.
      </p>
      <p>
        Cavazza and Charles [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] have carried out some work on dialogue generation in
interactive storytelling where they show an interactive storytelling approach which integrates
dialogue generation within narrative situations. The first step is focused on invitations,
requests for resources (borrowing objects, etc.) or requests for assistance and they
generate dialogues where each character takes part in the conversation once. The generation
of these question/answer dialogues is based on a template system. In addition, they also
focus on the genre and dramatization of a story, highlighting that the expressions of a
comedy are different from those of a drama, and the authors mention the use of affinities.
In their examples, only the role of the characters is mentioned as affinity, which can just
have a positive or negative value.
      </p>
      <p>The described method is quite different from what we intend to do, since our purpose
is to use the affinity value by defining it as a continuous gradual value, rather than a
discrete state of just two values (positive or negative).</p>
      <p>
        Another important reference in the field of dialogue generation is the game Fac¸ade,
by Mateas and Stern [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], which can be considered a dialog generation system in video
game format. This system relies on the internal representation of the affinity between two
characters, Grace and Trip. The authors continued working on this system and extending
its capabilities over the following years until July 2005, when the video game in 3D was
released. The video game is set in the apartment of the couple, Grace and Trip. While
enjoying a perfect evening, both start arguing and a conflict arises which leads to the
affinity between them to start shifting. The player’s role in the game is to talk to them
in order to help them find a solution to their problem. During the game, the players can
see how their judgments can influence the status of the characters making their affinity
change for better or worse.
      </p>
      <p>It is important to emphasize that Fac¸ade makes use of different Natural Language
Processing techniques, and among them we can find the use of templates, which was an
additional indication that led us to consider this mechanism as a starting point for our
work.</p>
      <p>As a first step we will carry out a proof of concept where a system based on
templates will be used as a generation mechanism. Once we manage to have positive enough
results, templates are to be substituted by more sophisticated Natural Language
Generation techniques and tools.</p>
      <p>
        Nowadays there is a great variety of systems based on templates. The best known
among them is, in all probability, AIML (Artificial Intelligence Mark-up Language) [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ],
designed to create ALICE, the first Artificial Linguistic Internet Computer Entity
Chatterbot. It is a powerful system that allows the creation of a wide variety of dialogue
templates and that has been improved in its version 2.0. The first prototypes for the work
reported in this paper were created using AIML 2.0, and although the obtained results
were acceptable, further research and comparison with alternatives to AIML showed us
that there were newer and more powerful options available that included features better
suited to our needs.
      </p>
      <p>The system that was finally chosen is RiveScript2, which covers the same needs as
AIML did and adds some additional features that have been decisive for our decision:
1. It allows inheritance between topics, which is something really useful to chain
routines.
2. Creation of variables, lists of values, and macro functions in Perl, Python and</p>
      <p>JavaScript.
3. Weighted random responses and random sub-sentences.
4. It supports numerous comparison operators. While AIML only allows equal,
RiveScript allows operations such as equal, not equal, less/greater than and
less/greater than or equal.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Dialogue Generation using Templates</title>
      <p>Nowadays dialogue-based system that use templates are extensively used to implement
chatbots that interact with people. Every day, the amount of chatbots in the messaging
applications or websites that we use is constantly increasing. These bots have a defined
action list they can perform. Such a controlled context allows us to create dialogue
templates and to answer to every question the user asks in a natural way.</p>
      <p>Unlike in bot-to-person systems, our aim is to generate dialogues to enrich stories
without the participation of a user. The two interlocutors are fictional characters that take
part in the story, created by us. This is a relevant aspect when creating the templates that
are going to be used to generate the dialogue, as it allows us to control what input
sentences our character can receive, and these input sentences can subsequently be modelled
as output sentences from the previous character. For this reason, both characters share
the same knowledge base.</p>
      <sec id="sec-3-1">
        <title>3.1. Template Structure</title>
        <p>Elaborated templates are not conventional templates that a chatbot can normally use.
These templates sometimes use commands as input sentences that allow us to control the
conversation flow. A clear example of this is the beginning of a conversation, which is
always attended by the so-called routing template that analyzes the initial command and
decides which topic of conversation to set.</p>
        <p>Once the topic has been selected, the conversation begins. Each topic uses templates
that serve specific questions and answers about that topic. In this way, the templates have
been created in a generic way encompassing recurring activities. These templates receive
an action (verb) and a complement (noun or direct complement) as environment
variables. This type of parameterized template allows us to reuse a common structure within
the same topic. This configuration is what we have called “environment variables”. They
are series of parameters unknown to the characters and that do not affect the development
of the conversation. The importance of the mentioned variables is that, in the context of
the story that we are enriching, we can find the generated dialogue.</p>
        <p>An example would be the “schedule a plan” topic, in which we can create a dialogue
where one person suggests a plan to another, independently of the plan, and the second
person accepts or rejects the suggestion. To achieve this, it is only necessary to configure
the action and the complement.</p>
      </sec>
      <sec id="sec-3-2">
        <title>In Spanish:</title>
        <p>[ir+(cenar, parque) / jugar+(videoconsola, ajedrez) /...]</p>
      </sec>
      <sec id="sec-3-3">
        <title>In English:</title>
        <p>[go+(dine, park) / play+(video game console, chess) /...]</p>
        <p>In addition, some dialogues may have other “environment variables” which offer
added value to the conversation. Following the “schedule a plan” topic, it is possible that
we want to add new information to our context. In case of accepting the invitation, one of
the characters proposes a “day” and a “time” to perform the action. In case of a rejection,
the character proposing the plans may persistently try to convince the other by proposing
another day or another time to carry out the plans.</p>
        <p>In these cases, “day” and “time” are environment variables that our system receives
as inputs to contextualize with the main story. We can see examples of the flow in Figure
1 and the variables in section 3.4.</p>
      </sec>
      <sec id="sec-3-4">
        <title>3.2. Character Parameterization</title>
        <p>The characters of the story are parameterized to lead the conversation in the way we
need. The first and simplest parameter determines whether the recipient character will
accept or reject the proposal. This determines the resolution of the proposal.</p>
        <p>We have also added the option to extend or not the conversation in order to
determine extension and additional dialogue content. For example, if a character decides to
extend the dialogue after accepting a proposal to “schedule a plan”, the dialogue starts
a confirmation stage of the day and time of the event, whereas if a dialogue is extended
after rejecting a proposal, the characters try to negotiate another day and time to carry
out the activity.</p>
        <p>On the other hand, there are parameters that can affect the speech style of the
characters. Among these parameters we can find the character’s mood. Currently, this
parameter is a discrete value and allows us to set three possible values: sad, neutral and happy.
Depending on the mood of each character, they will select their questions or answers
from a different sentence catalog. These sentences have been previously categorized into
the three moods. We believe that mood is interesting not just to help us decide whether to
accept or reject a proposal, but also to select the kind of expression that a character will
use. A happy character will accept a proposal using a sentence like “Yes, I really like it”
while a sad character is less likely to accept a proposal and, if she does, she could answer
something similar to “Well... that’s okay.”</p>
        <p>
          Once a character has an assigned mood, the second parameter comes into play. This
parameter refers to the affinity between the two characters [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] which take part in the
conversation. The affinity value is continuous, so it can take values from 0 to 100. It is
important to note that this parameter is not reciprocal, that is, the affinity of Character
A with Character B may have a different value than the affinity of Character B with
Character A. The aim of this parameter is to define affinity thresholds for sentences of
each mood catalog. The characters will choose sentences with the highest value that is
below the affinity value that governs the interaction in question (if the affinity is greater
than a given threshold). Highly ranked sentences are used for characters with a strong
emotional bond, where they will result in sweet and affectionate expressions, while in
the lower ranks the characters will speak in a cold, more direct way.
        </p>
        <p>At the end, to provide more realism to the dialogue, within each sentence catalog of
mood and affinity threshold we can find more than one sentence, which provides more
variability to the generated dialogues. These sentences are weighted with values from 0
to 100 with the objective of sorting the priority of the sentences. In this way, if we reach
the same point during the same conversation with the same values of affinity and mood,
we will obtain different sentences creating a less repetitive dialogue.</p>
      </sec>
      <sec id="sec-3-5">
        <title>3.3. Post-processing Answers</title>
        <p>In order to obtain a more real and credible conversation, a post-processing of the answers
is necessary. One of the techniques used is to discard sentences already used. Since the
two characters taking part in the conversation share a common knowledge base, and
provided that in some negotiation stages they can match in the same response block, a
simple control mechanism that allows us to discard a response that has already been used
by other characters has been implemented.</p>
        <p>In addition, a verbal processing system has been included in order to achieve a
greater variety of expressions, using as a configuration parameter the fact that the action
to be performed is a verb in infinitive. This allows us to conjugate these verbs, so in the
template we use the verb environment variable followed by the conjugation we need. For
example:</p>
      </sec>
      <sec id="sec-3-6">
        <title>Template:</title>
        <p>[&lt; env verb &gt; jPRESENT j1jPLjSU BJU NCT IV EjIMPERFECT IV E]</p>
      </sec>
      <sec id="sec-3-7">
        <title>Spanish conjugation:</title>
        <p>ir a cenar ! vayamos a cenar</p>
      </sec>
      <sec id="sec-3-8">
        <title>English conjugation:</title>
        <p>to go to dinner ! let us go to dinner</p>
        <p>This is an important point since our system is designed to generate sentences in
Spanish, which has some very complex verb conjugations.</p>
      </sec>
      <sec id="sec-3-9">
        <title>3.4. Example of Operation</title>
        <p>Several dialogues with different moods and affinities have been launched in order to put
into practice the template-based genration that we have defined throughout this article.
After several tests on the system, affinity thresholds established on template sentences
have been empirically adjusted in order to obtain a response according to their value and
human language. In this way we have assigned a mood and affinity threshold to each
option of the template.</p>
        <p>
          Once the system remains stable with its response, variations in character’ mood and
affinity have been incorporated. To carry out this task we were inspired by [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ], creating
a simple system that makes adjustments in the affinity values according to previous
dialogue resolution. This algorithm allows us to make variations in the values of mood and
affinity with the intention of simulating how the dialogues of two characters would be if
their affinity and mood varied according to their previous experiences.
        </p>
        <p>The affinity between the characters is the criterion of greatest weight when defining
whether a proposal is accepted or rejected. Both affinity values have been taken into
account, as we saw that the characters can perceive different affinities with each other.</p>
        <p>The acceptance or rejection criterion is based on the affinities between the character
who is making the proposal (applicant) and the one which is receiving this request
(requested), where the contribution in taking the decision is of 70% for the latter (requested)
and 30% for the former (applicant).</p>
        <p>The affinity update is performed with a logarithmic increment function obtained
empirically, in order to make the affinity vary faster when the values are low and slower
when the values are high. We made this decision because the more mature affinities are,
the more stable the relationship is and the more tolerant people are in case of a rejection.
On the other hand, when characters are cultivating a relationship or when they always
receive rejections, the positive factors generate greater satisfaction.</p>
        <p>The new affinity is obtained by increasing or decreasing the current affinity,
according to whether the proposal was accepted or rejected with a value that is obtained in the
following way: the inverse of the natural logarithm of the current affinity multiplied by
a factor “C”, with the value of “C” empirically set to 60 in the case of the applicant and
40 in the case of the requested
nA = A +</p>
        <p>1
ln(A)</p>
        <p>C</p>
        <p>In addition, this variation affects indirectly the character who receives the proposal.
We can see an example of the evolution of the affinities of two characters during a
conversation generated with our system in Table 1.</p>
        <p>Once the proposal resolution has been decided, the environment values are set with
resolution, moods and affinities. This generates a dialogue about an activity in which the
characters talk to each other based on the personality parameterization.</p>
        <p>When the dialogue has been obtained, and taking into account the proposal result,
the affinity and mood values are readjusted. The affinity increases or decreases taking
into account the last resolution while the mood observes the last N resolutions and varies
if it has received several rejects or acceptances.</p>
        <p>The mood update is carried out when an applicant receives the same response 3
times in a row or a total of 5 responses of the same kind since the last state change. After
each change, the counters returns to zero. In Table 2 we can see a simulation of how
the counters increase and the moment in which the mood is updated. This simulation is
extracted from a conversation created with our system.</p>
        <p>In Table 3 we can see a dialogue sequence according to the value of the affinity. In
order to show more varied examples, these dialogues are not consecutive in the flow of
affinity and mood update.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusion</title>
      <p>In this paper, the use of templates for dialogue generation in Spanish in the context of
story generation systems has been described, along with the use of the characters’ mood
and mutual affinity to select the responses in a proposal-like dialogue.</p>
      <p>The implemented system has allowed us to create generic templates classified by
topics that refer to conversations types, using environment variables that allow us to
create dynamic dialogues without the need of a large knowledge base.</p>
      <p>These templates have been designed to offer a solution based on characters’ mood
and affinity that allows the creation of different conversations based on specific
parameters of each character. In addition, these templates, together with a personality update
mechanism, which can vary the mood and affinity between characters, has allowed us
to create adaptive conversations where the reader can perceive the characters’ evolution
and their relationship throughout the dialogue.</p>
      <p>Finally, the dialogue generation algorithm makes use of post-processing techniques
that produce a better experience and the generation of a more realistic dialogue by
applying a layer of pragmatic restrictions based on context to avoid repetitiveness.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Future Work</title>
      <p>As the next steps to be carried out, it is expected to improve the dialogue generation
algorithm by incorporating new configuration parameters. Among these parameters we
have thought of the kind of relationship between characters (friends, lovers, partners,
enemies) and the degree of affinity between the characters.</p>
      <p>This algorithm will be used to generate dialogues throughout a story, adapting them
to the context and the personality and affinity parameters.</p>
      <p>
        The last step is to improve the dialog generation algorithm by applying free text
generation mechanisms in order to build a Hybrid Natural Language Generation for Spoken
Dialogue Systems[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. The generation algorithm follows a hybrid approach, combining
finite state machines (FSM), grammars and the system based on templates.
      </p>
    </sec>
    <sec id="sec-6">
      <title>6. Acknowledgements</title>
      <p>The work presented in this paper has been partially funded by the projects
IDiLyCo: Digital Inclusion, Language and Communication, Grant. No.
TIN2015-66655R (MINECO/FEDER) and InVITAR-IA: Infraestructuras para la Visibilizacio´ n,
Integracio´ n y Transferencia de Aplicaciones y Resultados de Intelige´ncia Artificial, UCM
Grant. No. FEI-EU-17-23.</p>
    </sec>
  </body>
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