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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Workshop on Computational Humanities Research, November</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>1. Representing Stories with Data</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ben Miller</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Julie S. Park</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Emory University</institution>
          ,
          <addr-line>537 S. Kilgo Cirlce, Atlanta, GA 30322</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <volume>1</volume>
      <issue>4</issue>
      <fpage>8</fpage>
      <lpage>20</lpage>
      <abstract>
        <p>Presuming it is possible to produce an analytic model of narrative representable in the architecture of computation, other afordances of digital media should be adaptable to empirical, quantitative inquiry of stories and their structure. Computing Narrative is a brief description of some projects attempting those representations and the implications thereof for critical inquiry of stories and their structure.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Computational models of narrative</kwd>
        <kwd>Natural Language Processing</kwd>
        <kwd>Literary studies</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        2018 merge these categories, diferentiating instead on two other factors. First, they consider
whether the system is text-to-text or data-to-text, meaning does it take as its input elements
from pre-existing stories, such as lines from personal narratives, or data from real or simulated
events, such as weather data or sports scores. Second, they ask whether the system includes
some type of overarching planning function, commonly described as a drama manager [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. The
majority of their work considers the broader problem of language generation, rather than
narrative generation. However, when they do address narrative generation, most specifically with
reference to [
        <xref ref-type="bibr" rid="ref22">25</xref>
        ] it is on terms similar to what we describe above: “a database of entities,” a
graph describing the schema of events that relate one to the next in the manner of a story, and a
function that dispenses the elements of the database according to the learned and programmed
rules of what makes a story. By the conclusion of their survey, Gatt and Krahmer put forward
that there is little real distinction between the text-to-text and data-to-text approaches. What
is left, we would argue, is the simpler framework of a dictionary, and a function.
      </p>
      <p>Consider, as an example of a creative approach to narrative generation, Nick Montfort’s
interactive fiction library for Python, Curveship [30]. It represents aspects of focalization, such
as tense, with language drawn from dictionaries and called via functions, such as in the snippet
of code below [29].
def acknowledge(tense_er, tense_rs, _, discourse, __):
'Produces a rather empty utterance when there is nothing to represent.'
template = 'nothing special [happen/1/v]'
para = Paragraph(discourse.spin['template_filter'], [template])
para.set(discourse.spin['narrator'], discourse.spin['narratee'],
tense_er, tense_rs, discourse.spin['progressive'])
return [para]</p>
      <p>
        In this example, each verb is conjugated by a function to manifest a focalization strategy.
The strategy invoked here is the discourse order, “progressive,” where events follow one after
the next in chronological order. That order is called by the function, “discourse.spin,” on lines
4, 5, and 6. Curveship is reflective of other experiments in software that enable the writing
of interactive fiction such as Inform 7 [32], which predates it, or Ink [
        <xref ref-type="bibr" rid="ref17">20</xref>
        ], which came later.
These types of direct, scripting-based tools let authors control aspects of the narration and
provide ways to dynamically but deliberately alter foundational aspects of discourse, such as
tense, person, mood, and distance.
      </p>
      <p>These experiments with which to craft stories allow for revelations about how aspects of
focalization influence the efect of narration on readers. These revelations, and their
relationship to narrative structure, rely on the capacity of software architectural features. Such
features mainly include dictionaries of words and their equivalences known as synonym rings,
and functions that can be run. Sequentially, these features allow for the tools to instantiate
rules that generate grammatically comprehensible permutations, such that the “nothing
special [happen/1/v]” above can become, “nothing special happened / happens / is happening,”
depending upon the desired focalization.</p>
      <p>
        Researchers can glean many observations from the output of these tools and their inner
workings. One fundamental lesson is confirmation that the abstraction and reduction of
narrative to systems of rules and formalisms can be executed to yield recognizable, compelling
stories. By measures such as critical interest, as with Facade [
        <xref ref-type="bibr" rid="ref21">24</xref>
        ], by community recognition,
as with Violet [
        <xref ref-type="bibr" rid="ref9">11</xref>
        ], or by commercial success, as with Middle-earth: Shadow of Mordor [28]
or Crusader Kings III [33], procedural generation of story and story elements is a fixture in
contemporary culture. This transduction of conceptual categories, like narrative order, to
software, has consequences.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Narrative Empiricism</title>
      <p>
        Experiments like Curveship in narrative generation based on the abstraction and reduction of
narrative to code and data have enabled static and dynamic narrative generating machines.
These machines range from Talespin [
        <xref ref-type="bibr" rid="ref23">26</xref>
        ] to Wordsmith [
        <xref ref-type="bibr" rid="ref36">46</xref>
        ] to the OpenAI/GPT-2 based AI
Dungeon 2 [
        <xref ref-type="bibr" rid="ref35">45</xref>
        ]. In turn, these experiments and their generation of narrative in statistical
form, provide an empirical perspective on cultural phenomena. However, it is this empiricism,
a kind of return to formalism, that seems to engender a split amongst humanists. At one
end of the spectrum we could situate work like [5], where 2,389 participants were asked to
evaluate the stability and afect of story retellings, or [
        <xref ref-type="bibr" rid="ref24">27</xref>
        ] where 227 raters were asked to
evaluate the degree of certainty of a speaker relative to the kind of event about which they
were providing testimony. These studies function as an empirical work drawing upon fields
like social psychology to help ensure methodological validity. They, and many others, treat
narrative as decomposable data, asking readers to function as evaluators who operationalize
aspects of stories. A story, in empirical studies like these, might be represented by a continuous
value called “surprisingness,” evaluated on a 7-point scale [5], or by a cluster number denoting
the intersection of two continua, certainty-to-uncertainty, and event-to-negation of event [
        <xref ref-type="bibr" rid="ref24">27</xref>
        ].
      </p>
      <p>
        This empirical work undertaken by digital humanists, computer scientists, and cognitive
scientists alike, parallels work in other domains. With experiments in expressive
computation, such as were the subject of Harrigan and Wardrip-Fruin [
        <xref ref-type="bibr" rid="ref15">18</xref>
        ], there first came
theoretical formalisms, followed by top-down structural models based on expertise and theory, and
then, when computing power and cheap storage made available large corpora, a pivot towards
data‐mining. This pivot afects what the authors consider as ends of a multidimensional
spectrum – the more empirical work described above at one end, and the more performative work
that unfolds with reader interaction at the opposite. For example, at this end of the spectrum,
one might find physical works like the shufle book, Composition No. 1[
        <xref ref-type="bibr" rid="ref31">41</xref>
        ], where narrative
structure seems to function more as an emergent category dependent upon a reader’s reading.
One still finds the granular markers of mood and distance, such as tense and person, but the
larger framing elements of narrative, such as the markers that convey a story’s degree of
fictionality through the embedding of narration in a dream, are left more to chance. One could
also find work that begins with a prompt, then proceeds to describe twisty passages through
large textual datasets, e.g. the aforementioned AI Dungeon 2. That piece of software relies
on a complex language model where words, phrases, and chunks of text are statistically linked
through stronger and weaker linkages across 1,600 dimensions to the 5GB of text in what is
known as the GPT-2 (Generative Pretrained Transformer 2) model. The updated, GPT-3
model draws on even more text and provides even more dimensions of connectivity, but the
underlying architecture is identical.
      </p>
      <p>
        As seen from just these examples, work on the computational modeling of narrative ranges
across media from text to video to games, and proceeds under many avenues: script and
framebased approaches to infer common story patterns [
        <xref ref-type="bibr" rid="ref33">6, 43</xref>
        ], hybrid approaches blending top‐down
models and manual annotation with machine learning to focus on the impact of features such
as focalization [
        <xref ref-type="bibr" rid="ref4">4, 9</xref>
        ], syntactic approaches to build connections between story grammars and
linguistic ones [
        <xref ref-type="bibr" rid="ref1 ref20">23, 1</xref>
        ] , and quantification‐based approaches to apply lessons from statistics to
story structure analysis [
        <xref ref-type="bibr" rid="ref18 ref2">21, 2</xref>
        ]. These approaches indicate growing recognition under many
names, including but not limited to distant reading, cultural analytics, and quantitative literary
studies. These various experiments bear some resemblances from their methods aimed to
elicit structure from narrative, an approach derived from data mining. Yet their remaining
terminological and methodological diversity suggests that research in to story structure occurs
across disciplines, that the results are unsatisfactory, and also that there is much debate as to
how to understand and represent the structure of stories.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Narrative Inference</title>
      <p>
        Narrative, like most objects studied by humanists, is a subjective, culturally‐dependent
phenomenon [
        <xref ref-type="bibr" rid="ref14 ref28">38, 17</xref>
        ]. As such, attempts to model it fall victim to the problem of validation in
the humanities; each reading of a narrative serves as one of many possible readings by one of
many possible readers. In short, to paraphrase Piper [34], even structural approaches to the
study of narrative emerged from a discipline not subject to a need for quantitative proof of
validity or invalidity. Critical scafolding was at one point in time sufficient. But, as we move
increasingly towards generative systems, towards generative cultural objects, empirical
measures of agreement on the meaning of these cultural objects seem to substitute for measures of
validity. In the above mentioned study by Chambers and Jurafsky [6], a valid response is one
that repeats. By this, we mean that the induction of a schema or script, a commonly occurring
pattern of actions within a story, relies at present on the mining of stories from a segment of a
large linguistic data corpus, the approximately 6GB of the New York Times component of the
English Gigaword Corpus [
        <xref ref-type="bibr" rid="ref13">15</xref>
        ]. What remains from data mining approaches such as schema or
script induction is a kind of story common denominator: the events most likely to be written
about in the way they are most likely to be described.
      </p>
      <p>
        Even prior to the age of data mining, when narratologists relied on the descriptive strength,
groundedness, and the utility of a theory, the validity of a theory often meant ignoring the
pragmatics of culture, of a particular reader. While frameworks like Propp’s can be applied in
contexts beyond the Russian Folk Tale, it was work by folklorists like Colby [
        <xref ref-type="bibr" rid="ref5">7</xref>
        ] and Dundes
[
        <xref ref-type="bibr" rid="ref6">8</xref>
        ] that dramatically emphasized how structurally distinct storytelling structures could be.
      </p>
      <p>
        With predictive language models like Radford et al. [
        <xref ref-type="bibr" rid="ref26">36</xref>
        ], readers find stories that emerge
as something like symptoms from preexisting large corpora. This emergence is something
that present developers of these models with, “concerns about malicious applications” [
        <xref ref-type="bibr" rid="ref26">36</xref>
        ]. In
essence, a reader provides these language-model based systems with prompting text. Based
upon the dense web of connections present within the model, a series of textual snippets are
provided. If the model is coherent, sufficiently large, and the connections modeled meaningfully,
the snippets are related and what emerges is something that can be read like a story. For
example, the snippet below is from AI Dungeon 2 and contains three parts: generated text
from a prior prompt, a new user-entered prompt, and text generated in response to that new
prompt.
      </p>
      <p>Your job as a security robot was to protect shipments
from being stolen by criminals or terrorists. However,
these days there are no more thieves and terrorists.</p>
      <p>The world has become too dangerous for anyone but the
most skilled mercenaries to survive.
&gt; You go for a walk.</p>
      <p>It's been awhile since you've done much physical
activity. Your body aches all the time and you don't
feel like going out for a jog right now. You need to
get some fresh air and exercise.</p>
      <p>
        The tool seems to present a coherent world, a milieu that incorporates a set of related
objects presented with appropriate language: robots, protection, thieves, mercenaries, survival.
However, there is only linguistic continuity, not logical continuity. When responding to the
prompt, “You go for a walk,” the engine responds paradoxically, both in favor of and against
exercise. Currently, these types of generative algorithms fall into two categories. Those without
drama managers, like AI Dungeon 2, and those with, like the experiments of Gervás et al. [
        <xref ref-type="bibr" rid="ref12">14</xref>
        ].
      </p>
    </sec>
    <sec id="sec-4">
      <title>4. Narrative Emergence</title>
      <p>What diferentiates these two types is more than just the underlying technology. The
technology reflects broader theoretical diferences and a persistent question that is itself broader
than one related to narrative. Namely, in the case of narrative generation, is the logic of the
story reflected in the structure of the language, or is it a set of extrinsic structures which the
language of a story prompts in the manner of an indexical reference? To frame the question
more concretely, do narrative generation systems need to explicitly model the narrative
structure, or does modeling the language of stories carry forward the necessary coherence for story
generation?</p>
      <p>For researchers in the humanities looking to apply computational methods for the analysis of
narrative, this question is fundamental. It suggests that the conceptual framework of narrative,
while describable in structural terms, may be an emergent phenomena – a function of the text,
rather than a feature.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Making Connections</title>
      <p>
        Our position, is that empirical studies of narrative, and the transduction of narrative features
into software architectures enable more informed critiques and meta-analyses of stories. In the
survey above, we described a number of storytelling systems. Let’s return here to three: the
software experiment with focalizations, Curveship; Durruti[
        <xref ref-type="bibr" rid="ref34">44</xref>
        ], an analytic tool that extends
a throughline of CS research in natural language generation from the early architectures of
Schank and Abelson [
        <xref ref-type="bibr" rid="ref32">42</xref>
        ] past the schemas of Chambers and Jurafsky [6]; and AI Dungeon 2.
What we contend, based on these examples, is that the categorical distinctions upon which
theoretical approaches to narrative rely, such as appear throughout the work of Gennette [
        <xref ref-type="bibr" rid="ref11">13</xref>
        ],
Fludernik [
        <xref ref-type="bibr" rid="ref8">10</xref>
        ], Ryan [
        <xref ref-type="bibr" rid="ref30">40</xref>
        ], and others, are principally useful as analytic tools for manual, close
reading. They are descriptive, top-down formalisms that require close reading to identify the
distinctions they put forth. Some of the distinctions upon which they rely that would seem
straightforward, such as between prolepsis, or events being related ahead of their occurrence,
and chronicle, or events being related in order of their occurrence. However, research shows
they are still incredibly challenging interpretations for human annotators. A recent,
welldesigned study [
        <xref ref-type="bibr" rid="ref19">22</xref>
        ], yielded an inter-annotator agreement score of 0.24 for annotations of
these features in modernist novels, a score the author noted is normally considered to be,
“quite low.” Empirical research on features of narrative reveal how complex and potentially
subjective these conceptual categories may be.
      </p>
      <p>
        The challenge of human readers identifying elements of narratological frameworks is distinct
from the challenge machine readers face. However, current narrative analytic systems avoid
much of this challenge. Instead, most still proxy position in the text for any attempt at
position within the discourse [
        <xref ref-type="bibr" rid="ref18">21</xref>
        ]: it is easier to know which line a system is on, than where
that line resides within the time of the storyworld. More complex approaches, as with the
proposal by [
        <xref ref-type="bibr" rid="ref27">37</xref>
        ], are still entirely reliant on human annotators. Efectively, computational
analysis of narrative at scale often retreats from a consideration of narrative to instead focus
on more concrete textual features. Again, this retreat conveys the conceptual complexity of
the elements of narrative and point towards narrative being more of an emergent phenomenon
than an intrinsic one.
      </p>
      <p>
        We write this not to critique these projects, or the theoretical frameworks upon which they
rely, but to indicate how difficult a task they attempt. Even framing structures, a feature
that typically precedes and concludes a story, thus having a fixed textual position, presents
dramatic challenges. Signaling that a story begins as a dream, something that should be
manifestly apparent given the necessity that it conveys to readers the fantastic nature of the
events that follow, are challenging to identify computationally. This kind of discourse signaling
relies, to borrow language from Ryan’s work on possible worlds and earlier work on modal logic,
on recognizing how significantly the textual story world departs from a shared reference world.
However, instead of being able to compare from story world to reference world, analytic tools
based on automatic inference of schema and scripts, like Durruti, rely on recognizing patterns
from databases of preexisting text. They are, in essence, examples of the text-to-text generation
described by [
        <xref ref-type="bibr" rid="ref10">12</xref>
        ], though the generated text is an interpretation, not a story. The inferential
capacity of tools like these is that of pattern matching, and comparative, but not evaluative.
Consider the snippet of code from Durruti responsible for building the semantic models.
conditioned_models = {}
for feature in combos_search:
#bubble up the scope of all features in for_export
local_data = {f: for_export[f][feature] for f in for_export}
local_data["feature_tuple"] = feature
conditioned_models[feature] = PMI_Model(local_data)
      </p>
      <p>As one can see on fifth line, Durruti represents events in the schema as feature tuples. These
tuples are commonly occurring sets of subjects, verbs, and objects. To reiterate, the analysis
generated by this tool is dependent upon the recognition of repeated patterns of actions,
followed by the sequencing of those actions in the order in which they appear within the text,
not the story. Using a set of functions, it builds for the critic a dictionary of event schemas for
consultation and interpretation.</p>
      <p>The limits these tools express are the necessary by-products of representing complex
cognitive structures, such as temporality, mood, speed, and framing, with software architectures.
We do not point this out to indicate that one is more complex than the other, but to say
that the complexity of each leaves one underspecified in the other. The current architecture
for representing stories in software – dictionaries, graphs, and tuples – fall short of clearly
representing features of narrative not because they are insufficiently complex. Instead, they
indicate that the categories themselves are subjective, challenging, and most importantly for
our consideration here, emergent. That narrative would seem to be an emergent phenomenon,
as it refuses to be well-behaved and readily annotated, implies that readers can accept and
consume stories produced by theoretically imperfect systems. Critical, writerly, and commercial
culture’s embrace of generative storytelling indicates that these architectures produce stories
worth reading.
[5] F. Breithaupt et al. “Fact vs. afect in the telephone game: All levels of surprise are retold
with high accuracy, even independently of facts”. In: Frontiers in psychology 9 (2018),
p. 2210.
[6] N. Chambers and D. Jurafsky. “Unsupervised learning of narrative schemas and their
participants”. In: Proceedings of the Joint Conference of the 47th Annual Meeting of the
ACL and the 4th International Joint Conference on Natural Language Processing of the
AFNLP. 2009, pp. 602–610.
[16] D. Grigar and J. Barber. “Defending your life in MOOspace: A report from the electronic
edge”. In: High wired: On the design, use, and theory of educational MOOs (1997),
pp. 192–231.
[29] N. Montfort. Curveship. https://https://github.com/cjb/curveship. 2010.
[30] N. Montfort. “Curveship: An interactive fiction system for interactive narrating”. In:
Proceedings of the Workshop on Computational Approaches to Linguistic Creativity. 2009,
pp. 55–62.
[31] N. Montfort. Twisty Little Passages: an approach to interactive fiction . MIT Press, 2005.
[32]</p>
      <p>G. Nelson. Inform 7. http://inform7.com/. 2019.
[33] Paradox Development Studio. Crusader Kings III. Microsoft Windows, Linux. 2020.
[34] A. Piper. Validation and Subjective Computing. March 25, 2015.</p>
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