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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Structure, Agency, and Intent: Preliminary Data Collection</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Cory Siler</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Stephen G. Ware</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Narrative Intelligence Lab, Department of Computer Science, University of Kentucky</institution>
          ,
          <addr-line>Lexington, KY, USA 40506</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>We discuss the first phase of a multi-year efort to construct a dataset based on an interactive narrative exercise between pairs of humans. One human took the role of the player in a hypertext-based game, while the other took the role of a game master controlling the non-player characters. Alongside gameplay logs, we collected users' explanations for their own choices and for each other's choices, and their ratings for the quality of story structure and personal agency. Through repeated iterations of this process, we hope to support the design and testing of AI experience managers that maximize structure and agency by capturing a human game master's capability to reason about and influence the player's desires and expectations.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;experience management</kwd>
        <kwd>narrative planning</kwd>
        <kwd>player agency</kwd>
        <kwd>player modeling</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        A classic challenge in computer interactive narrative
design [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ] is resolving conflicts between two desiderata:
First, to be truly interactive, they should give the player
an active role in the outcome of the story. Second, to be
efective narratives, they should consist of meaningfully
interconnected parts, not simply a meandering sequence of
events. We refer to these criteria as agency and structure
respectively.
      </p>
      <p>
        In complex, procedural interactive narratives where it is
not practical to anticipate all possible paths the player may
take, an intelligent experience manager agent [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] may be
designed to automatically decide how the story adapts to
the player’s choices.
      </p>
      <p>
        How can an experience manager promote structure and
agency? Because there can be conflict between these two
criteria, one option is to prioritize one or the other. For
instance, a well-structured story may be crafted through
meticulous planning, but a player making unexpected choices
could cause those plans to fail; to trade away agency for
a stronger guarantee of structure, an experience manager
could model its interaction with the player adversarially [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ],
planning to “defeat” a hypothetical player who derails the
story whenever possible.
      </p>
      <p>
        But in in human-led interactive narrative practices, such
as improvisational theater [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] and tabletop role-playing
games [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], participants often succeed in crafting
highstructure, high-agency experiences together. A key factor is
the expectation of cooperativity; by reasoning about others’
intentions, signaling their own intentions, and assuming
that others are doing the same, participants can coordinate
to craft a story that fulfills their mutual goals.
      </p>
      <p>
        There have been calls to model computer interactive
narrative in the same way, where the system and player work
together as storycrafting co-creators [
        <xref ref-type="bibr" rid="ref7 ref8 ref9">7, 8, 9</xref>
        ]. Our long-term
objective is to build experience managers that
operationalize this concept. But to do so, we must investigate: What
makes a high-structure, high-agency story? How do
interactive narrative participants coordinate with each other
through their choices? And how does this coordination
afect structure and agency in practice?
      </p>
      <p>This paper discusses our first step in that investigation:
collecting data from an interactive narrative hypertext game
where the roles of both player and experience manager were
iflled by humans. Besides the logs from the gameplay itself,
we elicited participants’ explanations of why they made the
choices they did, as well as why they believed their partner
made choices. Through refinement and repetition of this
process, we plan to amass a dataset where these
explanations can be used to analyze how users reason about each
other’s intentions and expectations, and to evaluate how
well a given experience management model can replicate
that reasoning.</p>
      <p>So far, we have conducted one iteration of our data
collection efort, between students in a classroom exercise. We
describe the initial design of the interactive narrative
exercise and give our reflections on the design of future versions.
We also present an observational study using the gameplay
logs and user explanations combined with users’ reported
perceptions of the structure and agency aforded to them
in the game. Although our data collection will need some
adjustments to be as efective as possible for our original
goal of helping to model implicit communication between
participants, our data so far did provide the promising result
of a positive correlation between a user’s structure ratings
and their agency ratings.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <p>
        For an overview of experience management in general, see
Riedl and Bulitko [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Our work draws especially from
planning-based experience management [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], where an
author can exert control over the story structure through
setting the goal of the planning problem. However, the player’s
actions may conflict with the experience manager’s plans.
Narrative mediation [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] aims to either preserve a plan by
changing the outcome of the player’s action, or find a new
plan that is not threatened by the action. While the original
approach is invoked at the moment of the player’s action,
a later iteration [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] incorporates player plan recognition
to anticipate the action and adapt to it before it takes place.
The tight control ofered by mediation is important in
certain applications, such as intelligent training systems where
failure to meet the goal can result in a perverse lesson for
the trainee [
        <xref ref-type="bibr" rid="ref14 ref3">3, 14</xref>
        ]. For applications that emphasize a
personalized experience over a global objective, on the other
hand, there has been research on experience managers that
detect and fulfill player preferences [
        <xref ref-type="bibr" rid="ref15 ref16 ref17">15, 16, 17</xref>
        ].
      </p>
      <p>
        Although players in interactive narratives can find
meaningful ways to defy game expectations that are still done
with a prosocial mentality [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], it has been proposed that
players are typically accommodating to the story roles and
opportunities ofered to them by the game, and that
leveraging this tendency can help an experience manager to
achieve an efective balance of narrative goal achievement
and player agency [
        <xref ref-type="bibr" rid="ref19 ref2">2, 19</xref>
        ]. In defining player agency as a
harmony between what the player can do and what they
want to do, Wardrip-Fruin et al. [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] emphasize that a game
can guide the player’s desires toward what is possible, rather
than needing to make possible everything that could be
desired. Player suggestibility has been explored in terms of
visual [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] and natural-language [
        <xref ref-type="bibr" rid="ref22 ref23">22, 23</xref>
        ] cues in games.
      </p>
      <p>
        Our in-progress dataset is unique in combining player
intentions with structure and agency ratings in a symbolic
planning-oriented interactive narrative environment, but
there are existing datasets that have some of these features.
A dataset by Zhu et al. [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] pairs players’ natural-language
descriptions of Dungeons &amp; Dragons actions with
corresponding formal commands for making a tool update a
symbolic game state. Kreminski et al. [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ] annotate players’
natural-language stories about game experiences, using a
qualitative coding that distinguishes elements such as the
story point-of-view (player, character, or third-person
perspective) and reasons for decisions (mechanical or
charactercentric).
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Data Collection</title>
      <p>
        We collected data from a classroom exercise with
University of Kentucky students in an undergraduate game
development class. The exercise consisted of pairs of students
interacting with each other over the Web in a text
adventure game with a Twine-like [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] hyperlink-based interface
(Figure 1). One user took the role of the game master (GM),
acting in an experience-manager-like capacity, and the other
user took the role of the player.
      </p>
      <p>Before the exercise, the class was given a brief
presentation on the exercise and a basic description of the story
characters. Then, to familiarize them with the game
interface, users participated in a tutorial session where they were
instructed to take specific actions. Users then played
sessions in a freeform manner until the end of the class period,
paired automatically by the server so that no user had the
same role (GM or player) or partner twice in a row.</p>
      <p>
        The game setting and mechanics were based on the Save
Gramma adventure game [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]. The player controlled the
protagonist of the story, who was simply referred to as
“Player” and had the stated objective of bringing a potion
to their cottage to cure their sick grandmother. The GM
controlled the other characters: the Bandit, Guard, and
Merchant. Available actions included traveling between four
locations; picking up or attempting to trade or steal items;
and attempting to attack characters.
      </p>
      <p>One user was able to act at a time within a session, with
control going to the GM by default until they opted to let
the player take the next action. Furthermore, we modified
some actions to allow for success or failure at the GM’s
discretion; for instance, when either user had one character
attack another, the GM was prompted to choose whether
the attack landed or missed.</p>
      <p>At any time during gameplay, users were able to submit
star ratings on a 5-point scale of their current evaluation of
agency (“I can have meaningfully diferent experiences
depending on my own choices”) and structure (“These events
feel like a story, rather than a random sequence”). After
every three actions in the game besides walking, the
interface gave users a visual reminder to update their ratings;
however, at only one point in the game—at the end of the
session—did the interface force users to rate.</p>
      <p>At the end of each session, the interface gave each user a
post-game interview (Figure 2): The user was incrementally
shown a history of all the actions in the game session. After
each action besides walking, the user was prompted to give
text input to the question “Why did you choose this action?”
for their own actions or “Why do you think your partner
chose this action?” for the other user’s actions.</p>
      <p>Afterward, we asked students to voluntarily sign a
consent form for the release of their data, and deleted the logs
from each session that included a participant who did not
sign a consent form.1 The remaining data consisted of logs
for 22 sessions among 18 participants.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Observations and Design</title>
    </sec>
    <sec id="sec-5">
      <title>Considerations</title>
      <p>The game interface and the use of the Save Gramma story
domain in a multiplayer text game were successful overall:
Users quickly grasped most of the game elements after the
tutorial, and a wide variety of stories emerged even with the
simplicity of the domain. A point for improvement in later
iterations is the set of goals available to the player: With the
player having a single predefined game objective, there is
not much room for investigating how the GM would reason
about the player’s long-term goals, so we are planning the
next game to let the player choose from several objectives.</p>
      <p>Along with the game itself, there are design decisions
to iterate on about the form and timing of eliciting other
information from the users: their evaluations of the story
experience, and their explanations for their own and each
other’s actions.</p>
      <p>The questions about a user’s intentions behind an action—
“Why did you choose this action?” or “Why do you think
your partner chose this action?”—had advantages and
drawbacks for any choice of timing: Querying a user
immediately after they took an action would capture the user’s
true expectations at the time better than querying at the
end, which would be afected by the user’s knowledge about
how the story actually unfolded after the action. But
immediate queries would also interrupt the flow of gameplay
and risk afecting the user’s decision-making process for
later actions. Ultimately, our choice was informed by our
intention to query about almost every action, in order to
obtain enough data from a small number of playthroughs:
Because so many mid-game queries would add up to a large
distraction for the users, we chose to do all questioning in a
post-game interview.</p>
      <p>The responses to these questions took a wide variety of
forms; we provide an informal catalog in Table 1. Although
each kind provides valuable information in its own right,
the diversity would also make it challenging to represent
all of the explanations in a unified computational model.
A collection of explanations like rows 1 through 3, for
instance, could be formulated as goals for a narrative planning
problem and be used to validate planning-based models of
gameplay; meanwhile, rows 7 or 8 would be valuable for
developing models of shared authorship but would require</p>
      <sec id="sec-5-1">
        <title>1The process was approved by the university’s IRB.</title>
        <p>a notion of story-encompassing goals that does not fit as
easily into a state-centric planning formalism.</p>
        <p>When eliciting the users’ perceptions of structure and
agency, we chose a star rating system because, unlike the
text-entry form for action explanations, it could easily be
integrated into the game interface in a minimalist manner
that allowed quick and (ideally) frequent feedback. However,
some drawbacks became apparent later on: First, the ratings
in our data turned out sparse, with many users providing
only the mandatory final ratings and not the optional
midsession ratings. Second, the connotations of star ratings and
the fact that structure-agency pairs were very often
identical raises the possibility that users may have sometimes
submitted ratings inattentive to the meaning—e.g., clicking
a single rating in both star fields to represent the overall
quality of the story.</p>
        <p>
          We are exploring possible changes to the elicitation for
future iterations. For the action explanations, we are
considering how the way we ask questions to users could be
changed to more precisely target styles of explanation that
lend themselves to evaluating computational models. For
the structure and agency evaluations, we are investigating
ways to survey users that ofer more psychometric validity
than the star rating system. For instance, the IRIS project
has constructed a set of scales to measure aspects of user
experience in interactive narrative [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ]; the efectance scale
has been used to evaluate player agency in experience
managers before [
          <xref ref-type="bibr" rid="ref29 ref30">29, 30</xref>
          ], but we are not aware of any equivalent
scales for structure.
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        </p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>5. Analysis of the Initial Data</title>
      <p>Issues discussed in Section 4, such as low rating frequency
and nonuniformity of how users interpreted the post-game
interview questions, meant that the initial data did not
enable the experiments we originally planned such as using it
to validate experience management techniques. In order to
explore the data nonetheless, we conducted a series of post
hoc analyses, positing and testing several hypotheses about
factors that might correlate with structure and agency. Each
hypothesis is described in a subsection later in this section.</p>
      <p>
        For these analyses, we used Spearman’s rank correlation
coeficient [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ] to measure the correlations. Spearman
coeficients range from − 1 to 1 and measure how close two
variables are to having a monotonic relationship. We chose
Spearman because it supports ordinal data such as our
ratings, rather than assuming continuous variables.
      </p>
      <p>
        Because of the large number of hypotheses tested, we
used false discovery rate control. This adjusts the -values
so the significance threshold (we use a standard  &lt; 0.05)
bounds the number of false positives relative to the total
number of significant results. In particular, we chose the
Benjamini-Yekutieli procedure [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ] because it makes no
assumptions about independence between hypothesis tests.
      </p>
      <p>The numeric results are shown in Table 2: the Spearman
correlation for each pairing, the original -values (),
and the adjusted -values ( ). The rest of this section
Example
The player took the potion. The player explained their choice
as “to save grandma”.</p>
      <p>The player stole a weapon from the Guard, who had attacked
them earlier. The player explained their choice as “self
defense”.</p>
      <p>The player looted a coin from the dead Merchant. The GM
explained the player’s choice as “Because capitalism (who
doesn’t want more money)”.</p>
      <p>The Guard attacked the lawbreaking player. The player
explained the GM’s choice as “I committed thievery right in
front of him”.</p>
      <p>The Bandit robbed the player. The player explained the GM’s
choice as “an action a bandit would do”.</p>
      <p>The Guard tried to rob the player. The GM explained their
choice as “he decided on a career change, he’s now also a
bandit”.</p>
      <p>The Bandit took the potion after the Guard died holding it.
The GM explained their choice as “To keep the story going,
it’d be too easy if the player got the potion immediately”.
The Merchant died ofscreen at the beginning of the game,
leaving their wares free to plunder. The GM explained their
choice as “I thought it would be interesting for the player to
not need money”.</p>
      <p>The Merchant ofered to trade the player a sword in exchange
for a jewel, which the player did not yet have. The GM
explained their choice as “To try to get the player to go to
the camp and steal the jewel”.</p>
      <p>The Guard looted the Bandit’s corpse. The GM explained
their choice as “I think it’d be funny for the guard, after
seeing the player rummage the corpse of the bandit, [to] also
start rummaging through the belongings”.</p>
      <p>The Bandit picked up the jewel. The GM explained their
choice as “I didn’t know what this would do and thought it
would be interesting”.
elaborates on each hypothesis and summarizes the results.
Throughout the section, we use the terms “GM structure”,
“GM agency”, “player structure”, and “player agency” as
shorthand to refer to those participants’ star ratings of those
qualities. Furthermore, we consider only the mandatory
ratings from the end of the session due to the low frequency
of optional mid-session ratings.</p>
      <sec id="sec-6-1">
        <title>5.1. Structure and agency</title>
        <p>There were statistically significant correlations between a
user’s final structure ratings and their final agency ratings;
this applied for both the GM and the player. These
correlations were positive, supporting our claim that structure and
agency are not necessarily in tension with each other.</p>
        <p>On the other hand, although the correlation coeficients
for all combinations of a GM rating and a player rating were
positive, they were too small to be statistically significant.</p>
      </sec>
      <sec id="sec-6-2">
        <title>5.2. Structure/agency and mutual understanding of intent</title>
        <p>We hypothesized that higher agreement between a user’s
stated intention for their action and their partner’s believed
intention for their action would correlate with higher
structure and agency ratings for the story. To test this, we
labeled each pair of user explanations for the same action on
a four-point ordinal scale: A score of 1 indicated that the
explanations directly contradicted each other (e.g., one user
said the Guard’s attack on the Bandit was unprovoked; the
other said the attack was provoked by the Bandit’s attack
on the player), 2 indicated that the explanations were
unrelated to each other but not contradictory (e.g., one user
said the Merchant ofered the potion for trade to avoid
being killed by the player; the other said the Merchant made
the ofer because it was a profitable trade), 3 indicated that
the explanations were plausibly related such as one being a
subgoal of the other (e.g., one user said the player stole the
potion to get the potion; the other said the player stole the
potion to win the game), and 4 indicated that the
explanations expressed the same idea (e.g., both users attributed the
Merchant looting a corpse to the Merchant being greedy).</p>
        <p>There was no statistical significance for the correlations
(positive for GM, negative for player) of either user’s ratings
with the agreement scores. In later iterations, we plan to
collect data that supports an analysis of whether users are
fulfilling each other’s intent, beyond simple awareness of
that intent, and the relationship of between this fulfillment
and structure or agency.</p>
      </sec>
      <sec id="sec-6-3">
        <title>5.3. Player structure/agency and interventions</title>
        <p>
          In the game, the GM was able to deny certain player choices;
e.g., if the player character tried to rob an NPC, the GM could
ensure the NPC escaped, or if an NPC tried to rob the player
character and the player character tried to escape, the GM
could ensure the escape attempt would fail. This is akin to
what Riedl et al. [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] call the intervention style of narrative
mediation, where an experience manager prevents a player
from making a choice that threatens story goals.
        </p>
        <p>Because interventions prevent a player from doing
something they want to, but protect authorial intent, it is intuitive
to expect them to improve structure at the cost of player
agency. Based on this intuition, we investigated the
relationship between interventions and the actual player ratings.
We defined a metric of intervention frequency as the
number of times in a session that the GM caused a player’s action
attempt to fail, divided by number of times in the session
where that was possible. However, the (positive-coeficient)
correlations between this metric and player structure or
agency were not statistically significant.</p>
      </sec>
      <sec id="sec-6-4">
        <title>5.4. Player agency and sharing of control</title>
        <p>Recall that the GM chose when the player was allowed to
act. We computed the ratio of player actions to total
actions in each session. We posited that this ratio would have
a relationship to player agency ratings, but the (positive)
correlation coeficient was not statistically significant. A
potential factor in this result is the lack of variation in this
ratio; most sessions fell within a small range of player-to-GM
action proportions.</p>
      </sec>
      <sec id="sec-6-5">
        <title>5.5. Structure and causal connectedness</title>
        <p>
          Narratologists have proposed causality as a critical tool for
story coherence [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ]. At a high level, two story events 
and  are said to be causally connected if  would not have
happened without ; we discuss a specific computational
formulation later in this section.
        </p>
        <p>
          Among other factors, causal connection of an event to
the ending of a text story has been shown to predict readers’
perceived importance of the event [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ]. This notion has been
influential to the field of planning-based story generation;
for instance, partial-order narrative planners [
          <xref ref-type="bibr" rid="ref35">35</xref>
          ] are built
to ensure that all actions are causal ancestors of a goal
specified as the endpoint of the story. In this part of the
analysis, we examined whether a causality-based model of
story coherence matched how users rated structure in our
interactive narrative.
        </p>
        <p>
          We define a measure of causal connectedness in stories as
follows. The planning domain counterpart to our game [
          <xref ref-type="bibr" rid="ref36">36</xref>
          ]
specifies the preconditions needed to be fulfilled before an
action is available, and the efects that taking the action
will have on the game state. A causal link between two
actions specifies a precondition of the later action that was
fulfilled by the earlier action. A causal chain is a sequence of
causal links where no precondition appears twice and each
later action of one causal link is the earlier action of the
next causal link. The measure we used is the proportion of
story actions that are on a causal chain to the story ending
(resulting from the death or success of the player character),
as a ratio to the total number of story actions.
        </p>
        <p>
          We computed our causal connectedness measure for each
story by using Sabre [
          <xref ref-type="bibr" rid="ref37">37</xref>
          ] to detect the enablement
relationships between actions in the gameplay log. The (positive for
GM, negative for player) correlation coeficient between this
measure and structure rating was not statistically significant
for either user.
        </p>
        <p>
          A limitation is that we defined causality only in terms of
action preconditions and efects, e.g., the Bandit must
possess the potion for the player to steal it from the Bandit, so
the Bandit picking up the potion enables the player’s theft.
Causality defined more broadly would incorporate how
action choices afect each other via motivational changes or
information flow [
          <xref ref-type="bibr" rid="ref38">38</xref>
          ], e.g., the Guard chases the Bandit only
because the player has reported a crime by the Bandit.
Another limitation is that we considered causal connectedness
only with respect to the ending of the story. A fuller
account of causal connectedness would also include character
goals and goal failures [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ]. However, analyzing these
relationships would require ground-truth information about
the characters’ beliefs and intentions to exist; in our human
exercise such information only existed subjectively in the
minds of users as they roleplayed, revealed only in small
fragments during the post-game interviews.
        </p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>6. Conclusions</title>
      <p>This paper presented the beginnings of a dataset we will
construct over multiple years. The data from each iteration, as
well as more detailed descriptions of the data collection
process and related publications, will be made available online.2
A distinct feature of our data collection is the
supplementing of game logs with users’ explanations of both their own
and their partners’ choices. We hope to use this data to
develop better models of how users reason about each other
in human interactive narratives and how this can
translate to computer interactive narratives where an experience
manager agent reasons about the implicit communications
between itself and the player through gameplay choices.</p>
      <p>Our analysis of the initial data is exploratory in nature
rather than drawing definitive conclusions, and it is an
observational study rather than a formal controlled experiment
that establishes causation. However, the analysis provides
preliminary support for one of the premises of our broader
project: the possibility for user’s senses of cohesive story
structure and personal agency to exist interdependently
rather than in conflict.</p>
      <p>Beyond data collection, our project will eventually grow
to allow for testing community-designed experience
managers with a larger and more diverse pool of human players
in a variety of story domains, using the same platform that
we are developing for human-to-human gameplay. We are
interested in feedback from the community about how to
make both the platform and our eventual dataset as useful
as possible for other experience management researchers.</p>
    </sec>
    <sec id="sec-8">
      <title>Acknowledgments</title>
      <p>We thank the other researchers from our lab who helped us
test and improve the interactive narrative game used in the
data collection: Alex Barrera, Rachelyn Farrell, Mira Fisher,
and Lasantha Senanayake. We also thank the reviewers,
including those who provided very detailed feedback on a
previous submission.</p>
      <p>This material is based upon work supported by the
National Science Foundation under Grant No. IIS-2145153. Any</p>
      <sec id="sec-8-1">
        <title>2http://cs.uky.edu/~sgware/projects/pairedstories/</title>
        <p>opinions, findings, and conclusions or recommendations
expressed in this material are those of the author(s) and do
not necessarily reflect the views of the National Science
Foundation.</p>
      </sec>
    </sec>
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