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      <title-group>
        <article-title>Towards a Critical Technical Practice of Narrative Intelligence</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Chris Martens</string-name>
          <email>martens@csc.ncsu.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gillian Smith</string-name>
          <email>gmsmith@wpi.edu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Computer Science Department, North Carolina State University</institution>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Interactive Media &amp; Game Development, Worcester Polytechnic Institute</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>The practice of building intelligent narrative technologies is implicitly grounded in a sociopolitical context whose values are reflected in the artifacts we build and our narration of their use. This position paper attempts to make these implicit values explicit by naming them and conceptualizing alternatives. We argue for adopting a Critical Technical Practice of narrative intelligence in which explicit critical reflection on the values and metaphors a system's assumptions embed is interwoven into the design process. We demonstrate a broad application of this practice by identifying four ideals underlying narrative intelligence systems that impose and reflect systems of power: the Hero's Journey, Amalgamated Human Authorship, Social Believability, and the Holodeck. We then identify values that are marginalized by these ideals, such as narrative pluralism, amplifying underrepresented voices, representation of non-normative identities and relationships, and opportunities for reflection and interpretation. Finally, we propose imagined alternatives to existing ideals that bring these marginalized values to the center.</p>
      </abstract>
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    <sec id="sec-1">
      <title>Introduction</title>
      <p>When building tools and technologies to support the human
practice of storytelling, our training leads us to focus on
technical innovation: what data structure will we use to hold
knowledge about the world? Will that knowledge be
handauthored or extracted from a dataset? What algorithms for
model construction, search, and selection will determine the
components of generated stories?</p>
      <p>
        However, maintaining this focus comes at the expense of
asking other questions. For instance, what are stories for,
and what is the social value of creating technology that can
replicate or model the human processes around
understanding and creating them? Both the technology and mass-media
storytelling industries exhibit dramatic inequalities across
gender, race, and other axes of privilege in terms of whose
voices are centered and whose stories are told. Without
taking seriously the questions of how the technology we create
can shift or amplify existing power imbalances, the
narrative intelligence community is in danger of perpetuating and
deepening these inequalities. We may operate under the
belief that the systems we construct are sociopolitically
neutral, but in doing so, we willfully ignore our own biases. As
Elizebeth Sampat puts it in her book Empathy Engines,
“Instead of striving for neutrality, the first step to truly affecting
game design is to realize that nothing is neutral: what we see
as a lack of bias is our own blindness to the circumstances
we live within”
        <xref ref-type="bibr" rid="ref44">(Sampat 2017)</xref>
        .
      </p>
      <p>The good news is: we don’t have to stop writing code and
building systems in order to confront these issues. In fact,
the practices of technology-building and critical reflection
can mutually support one another. This position paper argues
for a critical technical practice of Narrative Intelligence in
which technical innovation is tightly coupled with an
examination of implicit values throughout the design process.</p>
      <p>
        Critical Technical Practice (CTP) is a proposal by Phil
Agre, originally in the context of Artificial Intelligence more
broadly, to pair the creation of software artifacts with critical
reflection on the underlying (often implicit) metaphors and
values used by its creators
        <xref ref-type="bibr" rid="ref1 ref2">(Agre 1997a)</xref>
        . These metaphors,
Agre argues, not only shape the design process and
characteristics of the resulting artifact, but also inform human
narration of the artifact’s operation, including scholarly
discourse about its significance, capabilities, and potential roles
in society. While Agre is in favor of creating working
systems to demonstrate alternative metaphors and values, he
argues that CTP is a bidirectional interaction between the act
of technical implementation and that of critical reflection.
The code and the critique should inform one another. Agre
laments the narrowness of an AI field “constrained by the
ensemble of technical schemata that operated in [its]
discourse and practice.” This limitation exists because, Agre
claims, the field lacks “critical tools with which to
defamiliarize these ideas—to see their contingency or imagine
alternatives to them.”
      </p>
      <p>Motivated by the continued relevance of Agre’s 1997
observations, we present a position paper arguing that
Narrative Intelligence as a field needs a Critical Technical
Practice. We make an effort to “defamiliarize” familiar concepts
in the field of Narrative Intelligence and imagine
alternatives to them, listing a broad (but shallow) set of examples
specific to this field.</p>
      <p>
        According to
        <xref ref-type="bibr" rid="ref4">Boehner et al. (2005)</xref>
        , CTP “consists of the
following moves:”
      </p>
      <sec id="sec-1-1">
        <title>1. Identifying the core metaphors of the field;</title>
        <p>2. Noticing what, when working within those metaphors,
remains marginalized;
3. Inverting the dominant metaphors to bring the margin to
the center;</p>
      </sec>
      <sec id="sec-1-2">
        <title>4. Embodying the alternative as a new technology.</title>
        <p>
          We demonstrate the first three steps of the above outlined
process by taking a broad view of Narrative Intelligence as
a field, considering problems as diverse as narrative
cognition, interactive story systems, and expressive simulation.
However, our aim is not to take the fourth step by
presenting an embodiment of our imagined alternatives as a new
technology. Instead, we outline several potential directions
for narrative intelligence research to more closely examine
marginalized values, aiming to create space for critical
reflection and ideation without the pressure to develop
validated solutions to each problem as it arises. This approach
is consistent with Agre, who “believe[s] that building things
is an important way of learning about the world,” but also
points out that “even if the value of critical reflection is
proven only in its contribution to improved technical
systems, many valuable criticisms will go unpublished if all
research papers are required to present new working systems
as their final result”
          <xref ref-type="bibr" rid="ref1 ref2">(Agre 1997b)</xref>
          .
        </p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>
        Agre’s initial writing defining CTP was in the context
of artificial intelligence, and he lamented being unable to
get across to his colleagues the importance of examining
metaphors and values
        <xref ref-type="bibr" rid="ref1 ref2">(Agre 1997b)</xref>
        . The Human-Computer
Interaction (HCI) community, perhaps due to its history as
a coalition of a wide variety of disciplines, including those
widely considered “nontechnical,” has had more success in
taking his points: in 2004, the ACM SIGCHI conference
hosted a workshop on Reflection in Design
        <xref ref-type="bibr" rid="ref13">(Dourish et al.
2004)</xref>
        . The following year,
        <xref ref-type="bibr" rid="ref4">Boehner et al. (2005)</xref>
        explicitly apply Agre’s framework to HCI, presenting case studies
from Phoebe Sengers’ lab at Cornell.
      </p>
      <p>
        We are hopeful that AI for entertainment’s similarly
interdisciplinary makeup bodes well for CTP. There is
certainly precedent for openly confronting methodological
differences between the disciplines that comprise us, such as
the dialogue between “Science Considered Harmful”
        <xref ref-type="bibr" rid="ref19">(Horswill 2013)</xref>
        and “Science Considered Helpful”
        <xref ref-type="bibr" rid="ref52">(Young 2018)</xref>
        in the context of building technologies for interactive
narrative.
        <xref ref-type="bibr" rid="ref48">Smith (2017)</xref>
        carries out a similar exploration of
values and what they marginalize in procedural content
generation, and
        <xref ref-type="bibr" rid="ref10">Compton (2017)</xref>
        (the same year!) lays out pitfalls
and opportunities when representing humans in procedural
systems.
        <xref ref-type="bibr" rid="ref12">Dickinson, Wardrip-Fruin, and Mateas (2017</xref>
        ) dig
deeper into the prospect of using social simulation for
social justice, exploring what it would take to bring issues of
marginalized identity and social activism to the front and
center of an interactive narrative experience.
      </p>
      <p>
        Finally, efforts to address implicit assumptions in AI as a
field at large are resurfacing. In “Decolonial AI”,
        <xref ref-type="bibr" rid="ref32">Mohamed,
Png, and Isaac (2020</xref>
        ) lay out a critique of an implicit
colonizer mindset underlying much of AI research and practice,
and they describe framework for decolonizing it, which
incorporates CTP as an essential step.
      </p>
    </sec>
    <sec id="sec-3">
      <title>How Narrative Intelligence Systems Impose and Reflect Systems of Power</title>
      <p>In this section, we identify several common metaphors and
values prevalent in the past and present of Narrative
Intelligence as a community and body of work. For each metaphor
or value, we identify ideas and values that are marginalized
as a result.</p>
      <sec id="sec-3-1">
        <title>The Hero’s Journey and Other Story Patterns</title>
        <p>
          Some of the earliest commonly-cited work in narrative
intelligence is the Russian formalists’ attempts to identify
common structural patterns in Russian folktales, such as Propp’s
Morphology of the Folktale
          <xref ref-type="bibr" rid="ref37">(Propp 2010)</xref>
          . Computational
work has found this approach useful, because story
generation could be formalized as context-free grammar
expansion or other means of “instantiating templates”
          <xref ref-type="bibr" rid="ref18 ref27 ref50 ref6">(Thompson
2001; Bringsjord and Ferrucci 1999; Gerva´s 2013)</xref>
          . This
approach implies the definition of a story as literally formulaic,
i.e. a grammar for Russian folktales reduces the essence of
Russian folktale to a template in which interchangeable
subjects and alternatives can be chosen to fill in the blanks.
        </p>
        <p>For those of us with computer science training, the
concept of interchangeable parts within a constant structural
framework appeals naturally to our ideal of abstraction. By
generalizing from examples, we can extrapolate patterns in
the same sense as a sewing pattern, something that can be
transmitted through language, then traced and replicated to
materialize in different contexts, each instance still
recognizable as having a common origin.</p>
        <p>
          In addition to the general use of patterns appealing to
particular computational metaphors, there is also much to
be gleaned from the choice of patterns employed (and the
source material that gives rise to them). For example, a
common “plot template” is the Hero’s Journey, as popularized
by
          <xref ref-type="bibr" rid="ref7">Campbell (2008)</xref>
          (see Figure 1). The Hero’s Journey is a
generalization of tales and lore in which a hero departs from
the familiar on an adventure, faces crisis-inducing trials and
tribulations, and concludes with a transformation and return
to the familiar.
        </p>
        <p>This pattern embeds a number of culturally relative
assumptions, particularly in Campbell’s more detailed
breakdown of each segment of the journey, including gender as
binary, social functionalism, and male as primary/default.
The eponymous Hero is always male (male as default), and
women appear only in elements of his journey in specific
roles, such as the Goddess who aids his quest, and the
Temptress who tries to derail him. The central male
character takes on all the active roles in the story, solving
problems with decisiveness, aggression, and violence; women
play much more passive roles, such as fleeting assistants or
irrelevant distractions. This prescription of role to gender is
a form of social functionalism, a philosophy that argues that
the moral function of society relies on people following the
roles that match their innate characteristics. This use of
gender roles both embeds the cultural values of the authors who
created these stories, and reinforces those values as cultural
standard by embedding them in trans-generational myths.</p>
        <p>
          The Hero’s Journey does not exist in a vacuum: it
comprises the mythologies that precede it and informs the
stories that follow it. The same cultural assumptions can be
discovered in modern (literary and film) media, as revealed
by David Robertson’s analysis of Mark Riedl’s Wikipedia
Plot Summaries dataset
          <xref ref-type="bibr" rid="ref40">(Robinson 2017)</xref>
          : see Figure 2 to
see which types of action are more commonly associated
with the pronouns “he” and “she” in these stories.
        </p>
        <p>
          A second set of values reflected in the Hero’s Journey and
its fellow narrative templates pertains to their embedding in
Western culture, taking Western assumptions about narrative
for granted as universal. For instance, the assumption that
all narratives must have conflict, which drives, for instance,
the CPOCL project
          <xref ref-type="bibr" rid="ref51">(Ware and Young 2011)</xref>
          , is not
universal
          <xref ref-type="bibr" rid="ref20">(Hunter 2016)</xref>
          . For instance, the Japanese Kisho¯tenketsu
story form consists of exposition, development, a “turn” or
twist, and reconciliation, with no apparent need for conflict.
        </p>
        <p>
          Along similar lines,
          <xref ref-type="bibr" rid="ref9">Cherny (2018)</xref>
          writes about the
story template system Plotto
          <xref ref-type="bibr" rid="ref11">(Cook 2011)</xref>
          . While
investigating its potential for story generation, Cherny identified
overt racism and misogyny, such as the event template
“Female protagonist, of an inferior race, rescues male
protagonist, of a superior race.” Cherny identifies three
toplevel categories for Plotto event nodes—enterprise, love and
courtship, and married life—visualizes them by their
connections as successors or predecessors to their nodes, and
counts the in-/out-degree for each node. The node of
highest degree is a “Love and Courtship” template: “B-0,
rescued from an accident by A-0, whom she does net [sic]
know, falls in love with him.” In other words, the
“gratitude romance” trope, which undermines expectations of
autonomy and consent in real human relationships. Although
Cherny herself uses the “datedness” of Plotto as a reason
not to publish the dataset, other projects in our
community have made use of its structure, facing a need to
reconcile the problematic content after the fact
          <xref ref-type="bibr" rid="ref14 ref15">(Eger et al. 2015;
Eger and Mathewson 2018)</xref>
          .
        </p>
        <p>In summary, narrative templates, especially those based
on culturally dominant pretexts, marginalize the following
values:
• Narrative Pluralism: the co-existence of differing human
cultures and the non-universality of any given culture’s
approach to storytelling
• Social Role Autonomy: the idea that one’s function within
a story, as in life, is not pre-determined by attributes like
gender and race that one is born with.</p>
      </sec>
      <sec id="sec-3-2">
        <title>Amalgamating Human Authorship</title>
        <p>
          A number of computational narrative researchers
explicitly cite Roger Schank’s concept of social scripts
          <xref ref-type="bibr" rid="ref46">(Schank
and Abelson 1975)</xref>
          as inspiration for their concept of
narrative intelligence. Script theory posits that human behavior
is governed by the specific situations they find themselves
in, such as being in a restaurant, and that these situations
each have associated mental “scripts” for appropriate action
within them, which people learn through socialization. For
instance, when sitting with a friend in a restaurant, we
understand such actions as ordering food, eating, chatting with our
friend, and paying the bill, to be in-scope (in a particular
order), and we would not, without special provocation, go and
take food from someone else’s table to satisfy our hunger (as
might otherwise be expected in purely goal-driven models of
intelligent behavior).
        </p>
        <p>
          Once the challenges of extensive domain authoring,
maintenance, and debugging became apparent for creating
narrative templates as above, some people got the idea to try
to assemble this kind of “commonsense knowledge” about
human behavior through crowdsourcing and statistical data
analysis. For instance,
          <xref ref-type="bibr" rid="ref8">Chambers and Jurafsky (2008)</xref>
          induce script-like schemata called narrative event chains from
raw newswire text, following the grammatical role (subject
or object) of a chosen “protagonist” and the actions
(identified through verbs) that involve them.
          <xref ref-type="bibr" rid="ref35">Orkin and Roy (2009)</xref>
          describe their project, The Restaurant Game, which collects
data from players in a restaurant scenario who are given a
fixed set of actions to apply, and extracts a Markov chain
model. Li et al. (2012b) use Amazon’s “Mechanical Turk”
system to collect natural language stories from users to
satisfy a scenario prompt, such as going on a date to a movie,
written in a particular format that makes it easy to parse
into events (subject, verb, object) and learn script-like “plot
graphs” from statistically aggregated responses, which they
go on to use for story generation
          <xref ref-type="bibr" rid="ref27">(Li et al. 2013)</xref>
          .
        </p>
        <p>
          This last example, the Scheherazade project, is especially
interesting in the central metaphor the authors use in the
title of the first paper: “Learning to Tell Stories about Social
Situations” Li et al. (2012a). They state (emphasis added):
“By leveraging the crowd and its collective understanding
of social constructs, we can learn a potentially unlimited
range of scripts regarding how humans generally believe
real-world situations unfold. We seek to apply this
scriptlike knowledge to the generation of believable stories that
involve common social situations or the direct engagement
of virtual characters in social behaviors.” The form of social
intelligence they aim to replicate computationally is exactly
that found in the statistical average of “the crowd,” along
with whatever ingrained biases and cultural assumptions the
humans making up this crowd may carry—which is evident
in the plot graph that emerges for a prompt in which “John
and Sally” go on a date (see Figure 3). Although the authors
suggest that one could use such a model to subvert
common expectations, generating a more narratively-interesting
form of surprise, in practice, their uses of the crowd-learned
model for story generation and interaction straightforwardly
replicate the model’s statistical distribution
          <xref ref-type="bibr" rid="ref24 ref27">(Li et al. 2013;
Li and Riedl 2015)</xref>
          . These projects lead us to the
conclusion that even when cultural biases are not hard-coded into
a template like the Hero’s Journey, human exposure to those
templates, both for fictional and real-world situations,
biases them towards these predictable patterns. Furthermore,
by collecting data from anonymous human participants to
generate and evaluate story segments, these systems obscure
the human role in authorship and the human creative labor
that underlies these models of story.
        </p>
        <p>In summary, the amalgamation of human authorship into
statistical models marginalizes the following values:
• Underrepresented Storytellers: amplifying the voices and
creative decisions of people whose stories are seldom
told.
• Authorial Voice: the ability to attribute meaning to the
identity and labor of human story authors.</p>
      </sec>
      <sec id="sec-3-3">
        <title>Social Believability</title>
        <p>
          One common approach to interactive storytelling is social
simulation: the use of AI to simulate story characters that
embody a systemic model of social interaction. Examples
include commercial games such as The Sims, Rimworld, and
Animal Crossing, in addition to academic work such as the
Comme il Faut engine
          <xref ref-type="bibr" rid="ref30">(McCoy et al. 2010)</xref>
          and
corresponding game Prom Week
          <xref ref-type="bibr" rid="ref31">(McCoy et al. 2011)</xref>
          ,
          <xref ref-type="bibr" rid="ref42">Ryan and Mateas
(2019)</xref>
          ’s Talk of the Town town population simulator and
corresponding mixed-reality game Bad News
          <xref ref-type="bibr" rid="ref45">(Samuel et al.
2016)</xref>
          , and
          <xref ref-type="bibr" rid="ref3">Azad and Martens (2019)</xref>
          ’s Lyra system for
simulating character opinions. Social simulation systems like
these typically represent characters in a story as instances of
a common data structure, along with consistent and systemic
rules for interaction. Under such rule systems, the
possibility space for social interaction depends on the state held in
the data structures for the interacting characters, and each
potential interaction can update that state.
        </p>
        <p>
          The concept of simulated societies necessarily embeds
sociological theories chosen by the programmer. When these
theories are based on intuition rather than research, we
might call them folk sociological theories: for example,
Rimworld
          <xref ref-type="bibr" rid="ref49">(Sylvester and Ludeon Studios 2016)</xref>
          simulates
romantic attraction with highly specialized code based on
character gender
          <xref ref-type="bibr" rid="ref28">(Lo 2016)</xref>
          (see Figure 4). Even when
following generally accepted sociological theories of affinity,
however, we see that systems in which gender and
relationships are explicitly represented tend to use those
variables to govern social interaction in culturally-relative, ad
hoc ways. Whether to permit same-gender or polyamorous
relationships requires an explicit choice on behalf of the
designer, and the decision is realized as part of the inherent
logic of the world—e.g. whether the player is given the
option to “romance” a character or not—rather than a
contingent boundary made of laws and social customs, the
navigation of which is often central for queer and polyamorous
people in real life. In her AIIDE 2015 keynote, Mitu
Khandaker
          <xref ref-type="bibr" rid="ref23">(Khandaker 2015)</xref>
          discusses her own struggle with
simulating romance in her game Redshirt, concluding that
simulating human behavior in this vein is “always going to
be a bit reductive.” Perhaps, she suggests, the goal of social
believability is inherently flawed.
        </p>
        <p>In summary, the ideal of social believability marginalizes
the following values:
• Non-Normative Representation: representing
nonsocially-normative people and their experiences with
chafing against norms (e.g. gender/sexual minorities,
people of color, people with disabilities)
• Procedural Inquiry: purposefully limiting social
simulations to legible systems of expression as a means of
interrogating what you can and cannot say within that system.</p>
      </sec>
      <sec id="sec-3-4">
        <title>The Holodeck</title>
        <p>
          While not unique to interactive narrative, the obsession with
“immersion” that sees virtual reality as its logical
conclusion pervades discourse in our community as well. In
particular, the Star Trek fiction of the Holodeck has long been a
metaphor for the goal of intelligent interactive narrative
experiences
          <xref ref-type="bibr" rid="ref34">(Murray 2017)</xref>
          , in which ideals like you feel like
you’re really there and you have total control over the story
are extolled.
        </p>
        <p>
          Critique of this ideal is not new or unique to our field,
either.
          <xref ref-type="bibr" rid="ref43">Salen, Tekinbas¸, and Zimmerman (2004</xref>
          ) define the
immersive fallacy in digital games as “the idea that the
pleasure of a media experience lies in its ability to
sensually transport the participant into an illusory, simulated
reality.” The implication is that game designers often take this
idea for granted without considering alternatives. In
interactive narrative, even when we aren’t considering immersion
in the form of sensory simulation such as VR, we are often
assuming a related ideal in terms of suspension of disbelief
when it comes to the concept of social believability in our
story characters, or more general narrative believability—
the idea that a generated story is most successful when its
reader or participant loses track of their grounding in reality
and is fully convinced of the veracity of the fictional world.
In other words, the immersive fallacy is the endless pursuit
of narrowing the “aesthetic distance” between the player and
simulation.
        </p>
        <p>
          The immersive fallacy marginalizes the following three
values, the first two of which come from Mitu Khandaker’s
AIIDE 2015 keynote
          <xref ref-type="bibr" rid="ref23">(Khandaker 2015)</xref>
          :
• Double Consciousness: a media effect in which subjects
hold both the simulated reality and their bodily reality
simultaneously in mind, maintaining aesthetic distance.
• Reflection: through aesthetic distance, we create
opportunities for the player to infer, interpret, and otherwise
actively engage in meaning-making with an interactive
experience, rather than passively absorbing it.
• Resistance to Player Whim: asking the player to learn the
language and rules of a system that works differently from
the reality they are familiar with, rather than attempting to
shape the world according to player expectations.
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Bringing Marginalized Values to the Center</title>
      <p>What are stories for, and why are they so important to being
human? They help us imagine alternatives to the way things
were in the past or might be in the future; they help us make
sense of our own lives and difficult situations we have faced;
they help us see alternative versions of ourselves, and by
placing ourselves in the shoes of a story character, we learn
new ways of emotionally processing and problem solving.</p>
      <p>Intelligent narrative technologies have the potential and
opportunity to do all of these things in new and
powerful ways: authoring tools that democratize technology,
enabling more authors to tell stories about the world through
their unique perspectives; supporting the human
imagination through procedural generation of unexpected
configurations; narrative generation systems that ask players to
make choices and reflect on their consequences. To achieve
this potential, we posit that we need to reexamine what
human forms of narrative intelligence we really want to
emulate with our technology. For example, a college literature
professor might assert that narrative intelligence means the
ability to interpret ambiguous stories, to situate the
meaning of the story with respect to concepts of authorship (who
wrote the story?), representation (who is shown in the story
doing what kinds of things?), and historical context (what
was going on in the world when and where the author wrote
this story?). We might value a reader’s ability to draw
parallels with present-day events, with other narrative works, and
with their own personal experiences.</p>
      <p>In this section, we return to the lists of marginalized
values at the end of each subsection above and identify
alternative ideals and research goals that would center them.</p>
      <sec id="sec-4-1">
        <title>Expanding the Canon</title>
        <p>In support of the values undermined by using common story
patterns as a basis for narrative generation, we propose to
redefine what we consider the “canon” of narrative reference
work, and to rework our definitions of narrative on the
basis of these findings. We need to surface the implicit canon
(e.g. the Hero’s Journey, Plotto, and Aesop’s Fables are just
a few), and we need to recognize their contingency by
seeking counterexamples to their structural assumptions. What
would a practice of narrative intelligence that centers the
value of narrative pluralism look like?</p>
        <p>One potential approach is to work actively to make
narrative intelligence a more international field, forming more
collaborations with researchers from Africa, Asia, South
America, and members of indigenous nations across the
world. Another is to encourage inquiry about our own tastes
and influences as narrative researchers, consider the cultural
origins of the stories we love, and surface the contingency
of the patterns we take for granted. A third strategy is to
change our approach to pedagogy when we are teaching
students from narrative cultures that differ from ours: rather
than stating the Western canon as a given that they must
learn, we must give students the pedagogical “permission”
to invent new typologies and definitions based on the stories
they grew up with.</p>
      </sec>
      <sec id="sec-4-2">
        <title>Computational Media Literacy</title>
        <p>
          What would it look like to take a crowdsourced dataset, or
a model like GPT-3 that is compiled from a huge number
of different English text resources, and model their tropes
and biases for the sake of analyzing and subverting them?
Would it actually work to take Scheherazade’s plot graph
model and simply invert the optimization function,
choosing the least expected event over the most expected, and
argue that the result inverts common social expectations, or
would we need a more systematized model for tropes and
expectation? Supposing we could identify bias in datasets
or text input, could we build a mixed-initiative system with
an interface similar to Tom Forth’s “gender bias calculator”
for recommendation letters
          <xref ref-type="bibr" rid="ref16">(Forth 2018)</xref>
          , that provides
feedback to authors on their use of narrative tropes that reinforce
harmful real-world stereotypes?
        </p>
        <p>More generally, we propose a model of narrative
intelligence that takes into account the fact that our understanding
of any given story depends on the thousands of stories we
have encountered before it. Through our lives, we develop
not just linguistic literacy, but also media literacy,
expectations about the conventions and tropes present in a given
genre or artistic movement. Authors depend on this literacy
in order to subvert it: if they know their audience expects one
thing, they can strategically pull the rug out from under them
to say something new about that trope. What would it look
like to design a computational narrative generation system
that could reason about and implement similar strategies?</p>
      </sec>
      <sec id="sec-4-3">
        <title>Enabling Reflective Co-Creation</title>
        <p>In interactive narrative experiences, neither the player nor
the game designer has sole creative ownership over the story.
However, most systems attempt to lean strongly one way or
the other, either asking the player to (merely) bear witness to
a well-defined story constructed by the designer, or
providing a fully sandbox-mode simulation in which the player is
free to tell any story they can with the simulation mechanics.</p>
        <p>
          We envision a model for granting a player a sense of
autonomy without turning the dial all the way to
“omnipotence.” This kind of experience requires a push-and-pull
between player and system in terms of asserting authorial
voice; the story emerges from a negotiation over their
contested overlap. Models for this kind of collaborative
negotiation can be found in tabletop storygames, particularly those
without a central story-manager or game-master, such as
Fiasco
          <xref ref-type="bibr" rid="ref33">(Morningstar 2009)</xref>
          and Microscope
          <xref ref-type="bibr" rid="ref39">(Robins 2011)</xref>
          .
Examples in digital games exist as well, including much of
Aaron Reed’s work, such as the game 18 Cadence
          <xref ref-type="bibr" rid="ref38">(Reed
2013)</xref>
          , which offers a “drafting” interface for assembling
a story from fragments taken across space and time in the
history of a residence at the titular address (see Figure 5).
This kind of interactive storytelling requires re-imagining
the mode of interaction, replacing the assumption that the
player will perform the role of a character within the story
with a request of them to play the role of co-author.
        </p>
        <p>
          Even within the more conventional
player-as-storycharacter mode of interaction, however, we have
opportunities to enable more active participation in shaping the story.
One potentially fruitful avenue is to prompt the player
towards autobiography, as recently explored for the purpose
of mental health recovery for post-traumatic stress
disorder
          <xref ref-type="bibr" rid="ref21 ref3 ref42">(Kerr, Deane, and Crowe 2019)</xref>
          . This paper explores how
the life story model of identity and intentional change theory,
two concepts in personal psychology related to how people
conceptualize themselves and the challenges they encounter,
can be incorporated into a play experience that asks them to
project their personal struggles onto fictional characters.
        </p>
      </sec>
      <sec id="sec-4-4">
        <title>Resisting Legibility in Social Simulation</title>
        <p>
          The concept of legibility, as defined by
          <xref ref-type="bibr" rid="ref47">Scott (1998)</xref>
          , refers
to the power in being able to reduce complex phenomena to
a discrete set of interpretable symbols. A desire for legibility
is often what drives reductionist choices in social simulation:
the assignment of binary (or otherwise finitely-enumerated)
gender to characters (so that we can write code that branches
based on it), the labeling of sexual orientation, the definition
of personality as a vector of 5 real numbers. Incidentally,
as
          <xref ref-type="bibr" rid="ref47">Scott (1998)</xref>
          argues, it is also how political states assert
control over human beings through surveillance.
        </p>
        <p>
          Mitu Khandaker describes wrestling with how to
“represent love” in the game Redshirt, and unlike the author of
Rimworld, opts to make some of its workings based on a
hidden variable with no connection to the explicit
character traits
          <xref ref-type="bibr" rid="ref23">(Khandaker 2015)</xref>
          . This choice suggests an
alternative in resisting legibility, or mindfully choosing when not
to simulate a complex phenomenon in detail and instead
treat it as an uninterpretable black box. Khandaker argues
for acknowledging that “modeling social dynamics of
humans is obviously always going to be a bit reductive” and
aiming instead for “conscientious reductionism,” “aspiring
towards prodedural believability rather than social
believability”
          <xref ref-type="bibr" rid="ref23">(Khandaker 2015)</xref>
          .
        </p>
        <p>
          “Simulation can’t simulate everything, of course,” she
argues. ”The things we leave out when we’re designing a
game are often more interesting and more expressive than
the things that we put in. Play operates on that gap. It
entices us to fill it in. It’s the same principle [of cartoon
abstraction as identified by] Scott McCloud in
Understanding Comics
          <xref ref-type="bibr" rid="ref29">(McCloud 1993)</xref>
          —the less fidelity we put into
something, the more room there is for us to fill the gap
with ourselves.” In this spirit, we argue for conscientious
consideration of when not to represent something as
complex as gender and sexual orientation in social simulations.
This doesn’t mean that these simulations can’t be interpreted
as representing those concepts—quite the opposite. For
instance, if we don’t explicitly assign gender to our
characters, but we do assign them physical features (e.g. body
shape, facial features, hair style, clothing, makeup), we can
learn something interesting about how players make
genderrelated inferences about these characters.
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Conclusion</title>
      <p>In this position paper, we have argued for narrative
intelligence as a field to engage in Critical Technical Practice, and
against the requirement of proof in the form of a working
system as a process for resisting the “fallacy of alternatives.”
We outlined the steps for doing so and demonstrated the first
three. We took a shallow but broad pass at identifying
dominant metaphors and values in the current-day technical
practice of narrative intelligence and discussed several
alternative values and metaphors, which we believe have the power
to expand our imagination of what this field can achieve.</p>
      <p>While this paper attempts to overview the breadth of ways
in which narrative intelligence can benefit from CTP, to
really do justice to the critical thought required, an entire
paper could be written about each identified value (and
corresponding alternatives) described above. Likewise, any given
technical project could also go through a much more
indepth application of the steps of Critical Technical
Practice. We therefore conclude by asking researchers in the INT
community to learn the vocabulary of critique, build
relationships with their humanist colleagues, and ultimately to
engage differently with their technical work, creating a
culture in which considering the values reflected by each
technical project is not an afterthought, but a built-in and
continual part of the design process.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgements</title>
      <p>The authors gratefully acknowledge the reviewers for
engaging thoughtfully with this work and helping us identify
interesting lines of related work.
Intelligence and Interactive Digital Entertainment
Conference.</p>
    </sec>
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