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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Investigating a thematic approach to narrative generation</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Charlie Hargood</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>David E Millard</string-name>
          <email>dem@ecs.soton.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mark J Weal</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>LSL, Department of Electronics and Computer Science, University of Southampton</institution>
          ,
          <addr-line>Southampton, England</addr-line>
        </aff>
      </contrib-group>
      <fpage>49</fpage>
      <lpage>60</lpage>
      <abstract>
        <p>Adaptive hypermedia aims to create a tailored experience for users and with narrative generation this dynamic content can be in the form of engaging stories. Narrative generation systems range from the automatic generation of bespoke stories to the representation of existing information as narrative. However narrative generation systems often produce bland and unvaried stories. In this paper we propose that the inclusion of themes will enrich the resulting narrative and explore how a prototype thematic system might be integrated with existing methods of narrative generation. This investigation reveals that integration at the generation of story elements is important to avoid constraints on desired themes, that the detailed characters fundamental to character centric narrative generation make integration difficult, and that integration must be done carefully to avoid damaging the resulting narrative.</p>
      </abstract>
      <kwd-group>
        <kwd>Adaptive hypermedia</kwd>
        <kwd>narrative</kwd>
        <kwd>narrative generation</kwd>
        <kwd>thematics</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        The presentation of relevant media in an engaging fashion to users is a difficult
challenge, a user constructing a presentation of information or media from a
personal collection can often have difficulty finding items relevant to each other
and to the task at hand as well as presenting them in a flowing an engaging
manner. Adaptive Hypermedia systems create a dynamic experience for users
by adapting content and navigational choices. Their goal is often to create a high
quality experience that is tailored to the user’s needs and requirements, and to
avoid problems of information overload [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Narrative systems are a particular
type of adaptive hypermedia application that attempt to generate content within
a narrative or story framework. However, limitations with narrative generation
methods can compromise the quality of the resulting experience, with stories
that amount to a list of actions of characters who coldly state their motivations
and pursue them directly in steps without any elaboration or subtlety.
      </p>
      <p>Narratives, or stories, are a prevalent representation of human experience
that can engage and entertain. Work in the field of narrative generation presents
a potentially powerful solution to the problem of generating engaging and
relevant information dynamically. Narrative generation seeks to automatically create
bespoke narratives for a variety of uses, either generating requested narratives
from scratch or by representing existing information as a narrative.</p>
      <p>Existing narrative generation systems while often successfully generating
short narrative can find their results bland or unvaried depending on the
limitations of their approach. We suggest a thematic approach to narrative generation
where the addition of themes will enrich generated narratives making them closer
to human authored narratives with a thematic objectivity beyond the base
communication of the information present within the narrative.</p>
      <p>
        A thematic model has been developed [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] based on the work on thematics
in narratology [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. The model describes themes within a narrative being built
of themes and motifs and how they are connoted and denoted from elements of
the narrative itself. This was further developed into a prototype, the Thematic
Model Builder (TMB) that could score narrative segments on their relevance to
desired narratives, and an evaluation is being performed into the effectiveness of
the system and model at representing and connoting themes.
      </p>
      <p>The focus of this paper is how such a thematic system could be integrated
with existing narrative generation approaches in order to enrich the resulting
narratives. We review existing approaches to narrative discourse generation and
explore at what level a thematic system should be involved with narrative
generation, what approaches it best compliments, and what benefits are likely to
emerge from an integration.
2
2.1</p>
    </sec>
    <sec id="sec-2">
      <title>Background</title>
      <sec id="sec-2-1">
        <title>Narratology</title>
        <p>Narratology is the study of narrative within literature and as such is primarily
focused on the analysis of narrative. However it does provide a useful insight
into how stories are constructed.</p>
        <p>
          Structuralism is an area of narratology concerned with deconstructing
narratives to identify the components from which a story is built and the structures
that they build within a story. Because of the tangible nature of structuralism its
ideas are very useful for narrative generation as its clear definition of structures
and elements give an insight into what narrative generation systems should be
generating. Most structuralists assert that a narrative is composed of an
authored sequence of human experiences [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ], and as such may be deconstructed
into two important components; story, and discourse [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. The story (or fabula)
is a collection of all the information to be communicated and the discourse (or
sjuzhet) represents the exposed parts of the story that are told and how they
are presented (shown in Figure 1).
        </p>
        <p>The story element is the sum of all experiences and elements that make up
the narrative. The discourse represents what parts of the story are exposed in
the narrative (the story selection) and how it is told (the story presentation).</p>
        <p>Discourse is a complicated process concerning many different decisions
including how the story is presented, what medium is used, the style, the genre,
and the themes of the narrative. Thematics approaches themes with a
structuralist method of deconstruction and identifies the narrative elements that
communicate themes.</p>
        <p>
          Tomashevsky identified the thematic elements of themes (broad ideas such
as ‘politics’ or ‘drama’) and motifs (more atomic elements directly related to the
narrative such as ‘the helpful beast’ or ‘the thespian’) [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. He explains a
structure of themes being built out of sub-themes and motifs. A motif is the smallest
atomic thematic element and refers to an element or device within the narrative
which connotes in some way the theme. Themes may always be deconstructed
into other themes or motifs whereas a motif may not be deconstructed.
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Narrative Generation</title>
        <p>
          Narrative generation systems use a variety of different approaches and have a
wide range of objectives. While many systems seek to generate full narratives for
entertainment such as the virtual storyteller [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] and AConf [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] some systems
use narrative generation to add additional meaning to information by
representing it as a narrative using narratological devices like sequencing, emphasis and
omission such as in Topia [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] and adaptive hypermedia systems like AHA! [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ].
        </p>
        <p>
          As a process narrative generation can be broken down into three stages; story,
plot, and presentation generation. Depending on the project in question these
stages can be consolidated together or separated, (for example, in the virtual
storyteller, presentation generation is broken down in narration and
presentation [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]). The majority of narrative generation projects deal with the creation
of the narrative elements (story generation); resolution of the sequence of events
that comprise the narrative and selection of narrative elements to be exposed
and building of relationships between these elements (plot generation); and
presentation of the narrative through a chosen medium (presentation generation).
Figure 2 illustrates this process.
        </p>
        <p>
          According to Riedl and Young [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] narrative systems take either a character
or author centric approach depending on whether the system seeks to model the
characters within the story, the authorial process itself, or whether the system
is a compromise of both approaches. [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] also identifies a third approach in the
form of story centric approaches these are however less common and due to their
more linguistic focus are less relevant to this research.
Character Centric Character centric narrative generation revolves around
the perspective of modeling the behavior and goals of the characters of a story.
With the characters successfully simulated they are released to pursue their
goals and their actions are exposed, the idea being that stories are everywhere
and an engaging narrative will naturally emerge from the actions of a set of
well-motivated characters.
        </p>
        <p>
          Character centric narrative generation systems often use agent technology to
suitably simulate the characters and their behaviors with a purpose built agent
taking the part of each character such as in work by Cavazza [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] and in the
Facade system [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] (Facade is not entirely character centric, but its approach is
very similar). Sometimes the intelligence is much more simplistic and a reasoning
system will handle the goals and behavior of all characters, such as in TaleSpin
[
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. However, these systems lack the power to generate varied narratives and
although short simple stories are generated the lack of in-depth modeling of
individual characters behavior removes personalized variety from their actions.
        </p>
        <p>
          Automatic generation of story elements is rare in character centric
narrative generation. This is because elegantly written characters with sophisticated
behavior are key to narratives being successfully emergent from the generated
result and at present the only way to ensure this is to build the characters by
hand. Some story elements are generated by using character archetypes with
cliche behavior such as with the supporting characters in work by Cavazza [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]
but it is rare to find this for key characters.
        </p>
        <p>
          Plot generation in character centric generation is therefore a direct result of
the characters behavior as dictated by the agents playing them or the intelligence
modeling all of the characters. The actions they take to achieve their goals builds
the relationships between story elements and the sequence of events that makes
a plot. Presentation generation is not specifically tied to the character centric
approach but the focus on entities and modeling their actions make character
centric approaches ideal for presentation in game engines (for example AConf
used the UT engine through the mimesis project [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]). Although the presentation
of character centric systems still sometimes uses text as a medium of choice either
using sentence templates such as in talespin [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] or generated text using natural
language processing.
        </p>
        <p>The main weakness of character centric narrative generation is its reliance on
an engaging narrative successfully emerging from the exposition of the characters
actions. Often these systems generate bland stories that merely report on a series
of uninteresting actions. These stories are thus often sensible and varied but lack
narrative richness or interesting plot.</p>
        <p>Author Centric Author Centric narrative generation seeks to model the
authorial process itself rather then the content of the narrative. The systems seek
to model the process by creating rule based systems or narrative grammars that
use well defined structures that are typical of the desired genre of narrative in
order to generate stories.</p>
        <p>
          Author centric narrative generation also lends itself better to the
representation of existing knowledge as narrative as its story elements are not necessarily
the narrative devices such as characters and objects but the devices the author
needs to construct a story. Systems such as ArtEquAKT [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] create narratives
out of a variety of resources and media from the internet and for this project
story generation is the compilation of these resources. The same could be said
for narrative influenced hypertext systems such as Topia [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ].
        </p>
        <p>
          Some systems do model the contents of the narrative to be generated as part
of story generation but remain author centric. Universe [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] builds stories around
a set of author goals and constructs a structure for a story to satisfy these but
does so using the actions of characters modeled from cliche archetypes and a
finite set of actions. In other author centric systems the story structure is not
explicitly generated, but emerges from the selection of a predefined set of story
elements, such as in Card Shark [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ].
        </p>
        <p>
          Plot generation in these systems is a case of applying the rules of the
system for the desired genre, utilizing the grammar with the available resources,
or filling a story template with appropriate resources. Presentation for author
centric systems is often text based, either using templates such as Universe[
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]
or Artequakt [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] or simply exposing the elements in sequence such as in Card
Shark [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ].
        </p>
        <p>Author centric systems tend to be highly specialized for one particular type
of narrative, making them inflexible and also often not with a view to generic
narrative generation. The stories are seldom varied as they all follow a similar
authoring process with the same rules and/or grammars and as such can generate
engaging but not often varied narratives.</p>
        <p>
          Compromise Approaches Many narrative generation systems often seek a
compromise between these two approaches in order to counteract the weakness
of using one approach or another. Some systems such as Facade[
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] and
Universe[
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] will only make slight compromises, such as the ideal story drama curve
approach in Facade or the choice to model characters in Universe, but others
make much larger steps towards marrying the two approached.
        </p>
        <p>
          The virtual storyteller [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] at first seems to be a character centric approach
that uses agents to model the behavior of its characters, the difference arises with
the addition of an extra director agent. The director agent has a set of rules
about what makes an engaging story, much like an author centric approach,
and uses these rules to influence the narrative by vetting character actions,
influencing them by giving them new goals, and creating story events to channel
the emergent narrative into being more engaging.
        </p>
        <p>
          AConf[
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] models each ‘actor’ as an expert system seeking to achieve its goals,
giving it characteristics of a character centric approach, but it is fundamentally
more author centric as its process of plot generation centers around the structure
of the narrative building it as a network of events using story planners.
        </p>
        <p>
          The presentation generation for these systems also vary. In the virtual
storyteller [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] the director agent directly communicates with a narrator and presenter
to generate text using sentence templates whereas AConf [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] uses its character’s
modeling and plot plans to interact with a system called mimesis [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ] which uses
the UT game engine to present the narratives.
        </p>
        <p>These systems experienced mixed success with both reporting the generation
of successful narratives. However both suffered from similar problems to
character centric approaches, while the addition of measures to ensure the narratives
structure is engaging does have a positive effect the engaging narrative can at
times still fail to emerge from the result and the systems can be reliant of
stories that are heavily predefined at the request stage rather then being entirely
generated.
3
3.1</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>A Thematic Approach</title>
      <sec id="sec-3-1">
        <title>The Thematic Model</title>
        <p>
          Using a thematic model [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] based on Tomashevsky’s work to describe how themes
are constructed within a narrative we propose a thematic underpinning to
narrative generation. The basis of the model (as illustrated in Figure 3) is built of
natoms (narrative atoms) which contain features that denote motifs which in
turn connote themes.
        </p>
        <p>For example, we might view a digital photo as a natom, and the tags on
that photo as the features that denote a particular motif. Thus a photo tagged
with ‘daffodil’ could denote the motif of ‘flower’, which connotes the theme of
‘Spring’. Themes can themselves build up into new themes, for example the
theme of ‘Christmas’ can be used to connote the theme of ‘Winter’.
3.2</p>
        <p>The TMB
To facilitate an evaluation of the effectiveness of the model a prototype was built
that could use an instance of the model to select images from a group of Flickr
1 images based on their ability to connote a desired theme. The prototype went
under the working name of the Thematic Model Builder (TMB).
1 http://www.flickr.com</p>
        <p>
          As an original instance of the model four themes were modeled (Winter,
Spring, celebration, family) along with all sub themes and motifs of these themes,
XML was used to build this instance. Defining an instance of the model for
particular themes is a complex and subjective process. We explored a systematic
method for building themes based on semiotics [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. Initially we identify what
connotes the desired theme, these connotative signs make up the themes sub themes
and motifs. However, these signs become sub-themes only if when expanded all
of their connotative signs in turn connote the original theme, otherwise they
are a seperate (if associated) theme. Connotative signs anchored to a specific
element within the narrative become motifs which have their features defined by
likely tags that denote the element.
        </p>
        <p>
          The prototype was written in java with a simple JSP front end and Flickr
was used as a source of natoms. As a folksonomy its items have rich semantic
annotations in metadata [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] as opposed to the automatically generated metadata
present in some other media collections. This makes the features in each image
apparent and it also has a large freely available body of resources. The library
of images (the fabula) was generated by making a keyword search of Flickr on
the desired subject and storing the top n images (where n is the desired size).
        </p>
        <p>
          The system then followed an algorithm of measuring the thematic quality of
each natom in the fabula. It returns the natoms with the highest scores according
to two metrics:
– Component coverage: the proportion of high-level sub-themes or motifs that
a natom has features for - this is useful for measuring how strongly a natom
matches the desired theme. (for example, winter expands several high-level
sub-theme and motifs including christmas, snow and cold. A natom matching
just one of these has less coverage than one that matches many)
– Thematic coverage: the proportion of desired themes that a natom has
features for - this is useful for searches with multiple themes
The TMB prototype allows us to compare the effectiveness of selecting photos
according to their theme with the process of selecting photos based directly on
their tags. A pilot evaluation of the prototype has been completed in [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ], early
results are promising and show the TMB successfully compiling collections that
have been evaluated as better connoting the desired themes, and performing
better in a narrative context then standard keyword selection.
4
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Integration</title>
      <p>Referring back to the division of narrative generation illustrated in figure 2, we
can explore the possibility of a thematic systems involvement at different levels
of narrative generation. Themes are intangible concepts, a subtext rather then
a core focus of the narrative, and for this reason it seems at first that narrative
generation would be benefit from thematic involvement at the presentation level.
Here themes could be connoted by emphasis given through the presentation to
the features within the narrative that denote motifs which in turn connote the
desired themes. At this level a thematic subtext would become present through
elaboration on the presentation of the plot. However this is a process that could
potentially fail if there were no relevant features present in the narrative that
could be elaborated upon to help connote the desired theme, the system might
find that at the presentation level a thematic system might only be able to offer
from a subset of themes.</p>
      <p>At the story level of narrative generation a thematic systems involvement
would be in some ways the opposite of its involvement at a presentation level.
Instead of offering elaboration on existing narrative features at the story level a
thematic system would generate additional narrative elements based on a
shopping list of required motifs for the desired themes. This way themes would
become apparent through the presence of certain story elements that connoted the
desired themes. This could potentially fail however if the systems plot
generation did not make use of the thematic story elements or they were not properly
exposed possibly leading to absence of key motifs. Also, such an approach could
damage the generated narrative more then help it potentially flooding the system
with elements irrelevant to the plot. For some systems as well story generation
integration is not always an option, at least on a fully autonomous level, with
many systems generating plot out of pre written and defined story elements.
These semi automatic approaches to story generation require a very different
approach perhaps with thematic guidance on the creation of these elements as
supposed to influencing the automatic generation process in others.</p>
      <p>At the plot generation level thematics could play a role in the story selection
of narrative elements as well as the way relationships build. The first part of this
would be similar to how the TMB prototype builds photo montages in that a list
of desired motifs would be compiled and this would be used to thematicly score
potential story elements and as such influence their selection and inclusion in the
plot. Also, the relationships between story elements and actions of elements could
in turn be factored in as features that denote motifs, as such potential actions
at the plot generation of the story could be thematicly scored influencing what
occurs. For example a story in which violence is a desired theme might see the
protagonist kill the antagonist rather then banish or imprison them. However,
like inclusion at the story level it is possible that heavy thematic involvement
could damage the plot itself, making its involvement a dangerous balancing act,
potentially forcing plot actions that damage the quality of the narrative.
Furthermore like involvement at the presentation level, a lack of complete control
over the story elements could potentially restrict available themes.</p>
      <p>On the question of which approach to take character centric approaches are
perhaps the most different from the current implementation using the thematic
model. Rather then the natoms of narrative segments that our model describes,
character centric approaches start by simulating the content of the narrative
itself, modeling characters, locations, entities, and events. However, through the
process of plot and presentation, character centric approaches still go on to
generate natoms that contain features and by extension denote motifs. An integration
would have to seek to ensure that certain features were planted in order for the
themes to become apparent in the finished narrative. To do this involvement
at the story level seems obvious as this is where the elements present within
the narrative are generated. However, as a more semi automatic approach with
predefined elements is more common then automatic generation at this level
in character centric approaches it could be difficult to integrate a thematic
approach with the prewritten characters. At the plot and presentation levels an
integration seems more possible, potential character actions and story events
can be thematicly scored to influence actions taken to be conducive with
desired themes and then presented in a way that emphasises the relevant thematic
content. Character centric generations frequent use of game engines means that
integration at the presentation level may be easier where knowledge of the
entities present in a particular scene is much more exact then in natural language.
However as already discussed a reliance on integration at these levels potentially
limits the available themes.</p>
      <p>Author centric approaches are more similar in process to the current
implementation of the thematic approach in that they’re heavily based on structures
and largely concerned with the authoring process rather then modeling the
content of the narrative. The story generation process for some is about composing
a pool from large collections of potential natoms, often from the Web, based on
their relevance to required parts of the narrative structure. This is very similar
to the way the TMB currently puts together selections for montage, and it is
easy to see that with author centric projects that work this way thematic
integration would be a relatively simple process of scoring potential segments to
generate. At the plot level, integration could be a similar process to the
integration that would be used with character centric approaches, in that elements
selected for exposure could be chosen on their thematic qualities rather then
only narrative ones. However, for rule based systems of plot generation thematic
rules would need to be written for the system. The feasibility of this would need
to be added on a system by system basis. At a presentation level natural
language generation poses difficulties for thematic integration as a full lexicon for
desired features would need to be developed and integrated with the system.
Forcing it to uses a small subset of words might make the language clumsy and
its important to remember that the thematic model was created with the theory
of structuring a narrative in mind where as the structure of individual pieces
of language is very different. However, for those systems that use templating or
selected pre authored text presentation, using thematics becomes more feasible
where narrative techniques such as emphasis (spatially or visually) can be used
to highlight relevant segments to help connote a theme.</p>
      <p>The possibilities apparent from this investigation are summarised in the
table in figure 4. Decisions and selections made in generation may be influenced
thematically by making the objective of the decision thematic as well as for plot
objectives. Further thematic integration can be achieved through emphasis at
the presentation or plot levels and other presentation choices such as style may
have an influence that could be worked in favor of desired themes.
5</p>
    </sec>
    <sec id="sec-5">
      <title>Future Work and Conclusion</title>
      <p>In this paper we describe an investigation into the potential challenges of
integrating a thematic system with narrative generation. It is possible that a
thematic approach may improve the quality of narrative generation by enriching
the resulting narratives which, could give adapted hypertexts tailored to the
user and of a high quality. However, the question of integration between
narrative systems and thematics is a complex one. At what point in the process
of generation should there be thematic influence and what style of approach or
compromise makes the prospect of a thematic narrative generation system most
feasible?</p>
      <p>Narrative generation is a rich and varied field with a wide variety of
approaches. This variety is maintained in modern work and testament to the fact
that no single perspective is a perfect solution to the problem, with this
compromise approaches are becoming more popular as systems aim to find a successful
middle ground. The complexity of the problem also means there are multiple
stages of a system that it being integrated could exert an influence and effect
the resulting narrative in different ways, all of which pose different constraints.</p>
      <p>It seems that a combination of issues make integrating thematics with
character centric narrative generation difficult. As the quality of such systems is reliant
on rich and complex characters, they are often authored by hand which makes
influencing the stories fundamental elements in an automatic way difficult, at the
same time, abandoning thematic involvement at this level instigates constraints
on the available themes to be used at later levels. These constraints mean that
thematic involvement at the story level (the initial generation of elements) is
important to assure a wide variety of available themes. However, in order to
assure they are exposed correctly involvement at either the plot or presentation
level would be necessary as well. Similarities between parts of plot generation for
both approaches and existing implementations of the thematic model make plot
generation the easier option. The constraints surrounding thematic involvement
at the initial story level however do not necessarily rule it out as a possibility
for integration as compromise approaches may allow for thematic elements to be
introduced to a story using a director agent along side complex characters.</p>
      <p>With an initial exploration of the issues complete, the future of this work is
experimentation with integrating thematics and narrative generation. There are
still also many remaining questions surrounding this process such as how the
thematic scoring would be balanced in an effective way so as to include themes
without spoiling a narrative and also how the effectiveness of a resulting system
could be evaluated.</p>
    </sec>
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