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Intelligent Narrative Generation: Creativity, Engagement, and Cognition Mark Riedl [email protected] @mark_riedl Tell me a story 2 Storytelling • Storytelling is pervasive part of the human experience – Books, movies, computer games, training scenarios, education, every-day communication, etc. • Narrative Intelligence: narrative is a fundamental means by which we organize, understand, and explain the world • Instill computational systems with the ability to craft and tell stories in order to be better entertainers, educators, trainers, communicators, and generally more capable of relating to humans 3 Why study story generation? • Stories are everywhere • Humans make up stories all the time, but computers do not • Cognitive science • Computational creativity © Popular Mechanics, 1931 • Practical creativity 4 There is a woman named Jasmine. There is a king named Jafar. This is a story about how King Jafar becomes married to Jasmine. There is a magic genie. This is also a story about how the genie dies. There is a magic lamp. There is a dragon. The dragon has the magic lamp. The genie is confined within the magic lamp. King Jafar is not married. Jasmine is very beautiful. King Jafar sees Jasmine and instantly falls in love with her. King Jafar wants to marry Jasmine. There is a brave knight named Aladdin. Aladdin is loyal to the death to King Jafar. King Jafar orders Aladdin to get the magic lamp for him. Aladdin wants King Jafar to have the magic lamp. Aladdin travels from the castle to the mountains. Aladdin slays the dragon. The dragon is dead. Aladdin takes the magic lamp from the dead body of the dragon. Aladdin travels from the mountains to the castle. Aladdin hands the magic lamp to King Jafar. The genie is in the magic lamp. King Jafar rubs the magic lamp and summons the genie out of it. The genie is not confined within the magic lamp. King Jafar controls the genie with the magic lamp. King Jafar uses the magic lamp to command the genie to make Jasmine love him. The genie wants Jasmine to be in love with King Jafar. The genie casts a spell on Jasmine making her fall in love© Popular Mechanics, 1931 with King Jafar. Jasmine is madly in love with King Jafar. Jasmine wants to marry King Jafar. The genie has a frightening appearance. The genie appears threatening to Aladdin. Aladdin wants the genie to die. Aladdin slays the genie. King Jafar and Jasmine wed in an extravagant ceremony. The genie is dead. King Jafar and Jasmine are married. The end. Story Generation Interactive Narrative Narrative Intelligence Automated story generation • Automatic creation of meaningful fictional sequences is hard – Complexity, subtlety, nuance, mimesis – Focus on plot It’s hard if you want to show computational creativity • Two nearly-universal properties of story – Causal progression • Perception that the main events of the story make up causal chains that terminate in the outcome – Character believability • Perception that characters act in a manner that does not distract from one’s suspension of disbelief • Characters are perceived to be intentional agents 7 Computer as author • Creative writing is a problemsolving activity • Author goals vs. character goals • Plan out the events that should occur in the narrative 8 Narratives as plans Wolf is aliv e live is a Wo lf – Action, temporality, causality Initial State Wolf is ali ve • Partial-order plan is a good representation of plot Wol f is alive Wol f kno ws G r ann y Red ws kno Red Tell Wolf About Granny lf Wo Wolf Eats Red Wo lf Wolf Eats Granny ... • Planning: find a sound and coherent sequence of actions that transforms the initial state into one in which the goal situation holds kno ws R ed Red Greets Wolf ... Outcome Planning stories • But, is planning a good model of story creation? • Conventional Planning – Single or multiple agents – Goal state is agents’ desired world state – Agents intend to enact the plan • Narrative Planning – Multiple characters – Goal state describes outcome of the story – Outcome is not necessarily intended by any characters • Augment planning algorithm to reason about author goals and character goals 10 Fabulist • Conventional causal dependency planning – Provides logical causal progression Joe intends has(Villain, $$$) ... Give (Joe, $$$, Villain) Coerce (Villain, Joe) Rob-Bank (Joe, Bank) has (Villain, $$$) has (Joe, $$$) Outcome ... Kidnap (Villain, Joe’s-family) • Reasoning about character intentions – Use a cognitive model to determine whether characters appear intentional and revise the plan otherwise – Insert actions that explain character goals 11 Riedl & Young. Journal of Artificial Intelligence Research, 39, 2010. Falls-in-Love (King, Jasmine, Castle) Order (King, Aladdin, has(King, Lamp)) Travel (Aladdin, Castle, Mountain) at (Aladdin, Mountain) Slay (Aladdin, Dragon, Mountain) at (Aladdin, Mountain) at (Aladdin, Mountain) ~alive (Dragon) Pillage (Aladdin, Lamp, Dragon, Mountain) has (Aladdin, Lamp) Travel (Aladdin, Mountain, Castle) at (Aladdin, Castle) at (Aladdin, Castle) Give (Aladdin, Lamp, King, Castle) has (King, Lamp) at (Aladdin, Castle) Summon (King, Genie, Lamp, Castle) at (Genie, Castle) at (Genie, Castle) controls (King, Genie) Appear-Threatening (Genie, Aladdin, Castle) Command (King, Genie, loves(Jasmine, King)) at (Genie, Castle) loves (King, Jasmine) Love-Spell (Genie, Jasmine, Castle) loves (Jasmine, King) Marry (King, Jasmine, Castle) Slay (Aladdin, Genie, Castle) Falls-in-Love (King, Jasmine, Castle) Talk about knowledge: There is a woman named Jasmine. There is a king named Jafar. library of actions, characters, This is a story about how King Jafar becomes married to Jasmine. Order (King, Aladdin, has(King, Lamp)) world state propositions There is a magic genie. This is also a story about how the genie dies. There is a magic lamp. There is a Travel dragon. The dragon has the (Aladdin, Castle, Mountain) magic lamp. The genie is confined within the magic lamp. at (Aladdin, Mountain) King Jafar is not married. Jasmine is very beautiful. King Jafar at (Aladdin, Mountain) (Aladdin, Dragon, Mountain) sees Jasmine and instantlySlay falls in love with her. King Jafar wants to at (Aladdin, Mountain) ~alive (Dragon) marry Jasmine. There is a brave knight named Aladdin. Aladdin is Pillage (Aladdin, Lamp, Dragon, Mountain) to get the loyal to the death to King Jafar. King Jafar orders Aladdin magic lamp for him. Aladdin wants King Jafar to have the magic lamp. Aladdin travels from the castleLamp) to the mountains. Aladdin has (Aladdin, Travel (Aladdin, Mountain, Castle) slays the dragon. The dragon is dead. Aladdin takes the magic at (Aladdin, Castle) lamp from the dead body of the dragon. Aladdin travels from the at (Aladdin, Castle) Give (Aladdin, Lamp, King, Castle) mountains to the castle. Aladdin hands the magic lamp to King (King, Lamp) Jafar. The genie is in the magichaslamp. King Jafar rubs the magic at (Aladdin, Castle) lamp and summons the genieSummon out of(King, it. Genie, The genie is not confined Lamp, Castle) within the magic lamp. King Jafar controls the genie with atthe magic (Genie, Castle) lamp. King Jafar uses the magic lamp to command the genie to at (Genie, Castle) Appear-Threatening (Genie, Aladdin, Castle) controls (King, Genie) make Jasmine love him. The genie wants Jasmine to be in love with King Jafar. The genie castsCommand a spell(King, on Jasmine making her fall in love Genie, loves(Jasmine, King)) with King Jafar. Jasmine is madly in love with King Jafar. Jasmine wants toloves marry King Jafar. The genie has a frightening appearance. at (Genie, Castle) (King, Jasmine) The genie appears threateningLove-Spell to Aladdin. Aladdin (Genie, Jasmine, Castle)wants the genie to die. Aladdin slays the genie. King Jafar and Jasmine wed in an loves (Jasmine, King) Slay (Aladdin, Genie, Castle) extravagant ceremony. The genie is dead. King Jafar and Jasmine are married. The end. Marry (King, Jasmine, Castle) The “goodness” question • Does the story generator know that it is creating something good? • How can a computational system generate a suspenseful story? Falls-in-Love (King, Jasmine, Castle) Order (King, Aladdin, has(King, Lamp)) Travel (Aladdin, Castle, Mountain) at (Aladdin, Mountain) Observe event at (Aladdin, Mountain) Slay (Aladdin, Dragon, Mountain) at (Aladdin, Mountain) ~alive (Dragon) Compute affect Problemsolve Pillage (Aladdin, Lamp, Dragon, Mountain) has (Aladdin, Lamp) Travel (Aladdin, Mountain, Castle) at (Aladdin, Castle) at (Aladdin, Castle) Give (Aladdin, Lamp, King, Castle) has (King, Lamp) Part of script? at (Aladdin, Castle) Y Track script Forecast w/script Summon (King, Genie, Lamp, Castle) at (Genie, Castle) at (Genie, Castle) controls (King, Genie) Appear-Threatening (Genie, Aladdin, Castle) Command (King, Genie, loves(Jasmine, King)) N Forecast w/ simulation & rules Y Goal violation ? N at (Genie, Castle) loves (King, Jasmine) Love-Spell (Genie, Jasmine, Castle) loves (Jasmine, King) Slay (Aladdin, Genie, Castle) Marry (King, Jasmine, Castle) New author goal 14 O’Neill & Riedl. Proc. ACII 2011 Conference. Story Generation Interactive Narrative Narrative Intelligence Interactive narrative A form of digital entertainment in which the player influences a dramatic storyline through actions Interactive narrative • Narrative branches in response to player actions 1 4 • Combinatorics of authoring 5 7 • Drama manager: 9 – Monitors the virtual world – Intervenes to drive the story in a particular direction 58 15 20 32 31 80 22 81 82 110 96 55 57 76 75 98 78 73 91 95 101 106 109 100 102 103 111 60 104 23 34 46 59 24 38 33 47 65 86 64 37 87 114 67 85 83 48 40 116 49 51 63 70 68 99 90 69 55 76 28 27 26 50 21 19 16 14 45 62 10 13 43 77 • Surrogate for the human author/storyteller 8 39 42 52 54 29 72 92 97 Page # 112 113 107 Riedl, Bulitko. AI Magazine, 34(1), 2013. 17 Automated story director • Generative drama manager: uses a story generator to construct alternative branches • Start with an exemplar narrative (generated or hand-authored) • Monitor player actions: – Constituent: part of the narrative plan – Consistent: do not affect narrative execution – Exceptions: derail the narrative plan • How to detect exceptions? • How to respond to exceptions? 18 Riedl, Stern, Dini & Alderman. ITSSA, 3, 2008. Initial State Wolf is alive Wolf is alive Wolf is alive Red has cake Red Greets Wolf Player kills Wolf Wolf knows Red Wolf is alive Red Tell Wolf About Granny Wolf knows Red Wolf knows Granny Wolf Eats Granny Wolf Eats Red Granny eaten Red eaten Player Kills Wolf Wolf not alive Wolf not alive Granny Escapes from Wolf Granny not eaten Red Escapes from Wolf Red not eaten Red Gives Granny Cake Granny has cake Outcome Player takes cake Initial State Intermediate State 5: Red Greet Wolf 11: Fairy Resurrect Wolf Wolf not alive 4: Red Tell Wolf Granny 6: Wolf Eat Red 6: Wolf Eat Red 9: Player Kill Wolf 3: Wolf Eat Granny 10: Red Escape Wolf 9: Player Kill Wolf 10: Red Escape Wolf 3: Wolf Eat Granny 8: Granny Escape Wolf 7: Red Give Granny Cake Red not has cake 18: Red Tell Gr 17: Grendel Eat R 8: Granny Escape Wolf 7: Red Give Granny Cake Outcome 13 16: Red Escape 19: Outcome Inte Intermediate State 11: Fairy Resurrect Wolf 3: Wolf Eat Granny 16: R 15: Red 9: Player Kill Wolf 10: Red Escape Wolf 10 8: Granny Escape Wolf 7: Red Give Granny Cake 14: G 13: P Automated story director • Pre-compute branches • Semi-autonomous virtual characters 21 When dungeon master, learned the hard way that if players don’t get what they want, they fight you. Personalized drama management • Problem: players don’t know how their actions will impact unfolding narrative • Need to account for individual preferences for how story should unfold • Can we learn a model of player story preferences? Leave your home • Can a drama manager guide a player through his or her most preferred story trajectory? Enter the movie theatre Chased by zombies Attacked by vampires Captured! Escape from theatre 22 Yu & Riedl. AAMAS 2012 Conference. Player modeling • Collaborative filtering: observe many players and find statistical similarities with which to recommend next plot point • Sequential recommendation: recommendation of plot point is dependent on history of plot points experienced so far • Convert branching story graph into a prefix tree and recommend next prefix node A A1 1 11 22 33 2 2 B B1, 1, 44 C C 1, 1, 2, 2, 6 6 66 55 2, 2, 6, 6, 5 5 E E1, 1, (a) (a) D D1, 1, 2, 2, 3 3 2, 2, 3, 3, 4 4 G G 1, 1, 2, 2, 3, 3, 5 5 F F1, 1, (b) (b) 23 T In. our In our simple simple spell-casting spell-casting action action role-playing role-playing game game bed cribed in the in the next next section), section), U is U the is the player player (“user”), (“user”), I isI is spell ll type type (“item”) (“item”) andand T isT the is the time time of the of the performance performance ording. ng. CPCP decomposition decomposition is aisgeneralization a generalization of singular of singular ueecomposition decomposition from from matrices matrices to tensors. to tensors. In CP In CP decomdecom•three-dimensional Non-negative factorization over ntion thethe three-dimensional Zmatrix tensor Z tensor is decomposed is decomposed into into story prefixes eighted hted combination combination of three of three vector vector latent latent factors, factors, Prefix-based collaborative filtering KX K X Z⇡ Z ⇡ k wk wkhk hkqk qk k=1k=1 reis the is the vector vector outer outer product, product,k are positive positive weights weights k are he factors, factors, wk ware player player factors, factors, hk hare spell spell type type fac-fack are k are nd , and qk are qk are time time factors. factors. K is Kthe is the number number of components of components or d for each each factor factor as an as an approximation approximation of the of the truetrue strucstruceeping , keeping thethe set set of the of the KK most most important important components components nd (Kolda (Kolda andand Bader Bader 2009). 2009). TheThe decomposition decomposition cancan be be mputed ted by by minimizing minimizing thethe rootroot mean mean squared squared error error be-been thethe factor factor inner inner product product above above andand truetrue datadata values, values, atively ely fitting fitting each each of the of the factors factors while while fixing fixing values values of of other er factors factors until until convergence. convergence. WeWe employ employ thethe N-way N-way xbox (Andersson (Andersson andand BroBro 2000) 2000) to perform to perform thisthis decomdecomn. tion. Predictions Predictions in this in this model model consist consist of taking of taking thethe in- in- 24 Experimental results • Non-sequential recommendation indistinguishable from random • PCBF improves story experiences: • Compared to other approaches (using synthetic players): 26 Player agency • No player agency -- system picks the best trajectory on behalf of the player • Modify story graph: more than one option/action between plot points • Collaborative filtering to also predict rank order of options • Drama manager guides player by selecting which options to present to the player A 1 3 4 2 B C 33% 75% 66% 25% 27 Computer game generation Challenge tailoring Choose and order the challenges the player should experience Challenge Contextualization Provide motivating story context between challenges Difficulty Challenge tailoring Zook & Riedl. Proc. AIIDE 2012 Conference. Time Challenge contextualization Take water bucket Pour water on witch Witch drops shoes Pick up shoes Show shoes to king King trusts you Tell about princess Move to lair Kill dragon Free princess Teleport princess to palace Marry princess Li & Riedl. Proc. AIIDE 2010 Conference. Hartsook, Zook, Das & Riedl. Proc. CIG 2010 Conference. Story Generation Interactive Narrative Narrative Intelligence Open story generation • Narrative intelligence is knowledge-intensive, resulting in micro-worlds • Can we overcome the knowledge engineering bottleneck? • Can an intelligent system learn to tell stories about any imaginable domain? Sociocultural storytelling • Humans rely on a lifetime of experiences from which to explain stories, tell stories, or act in the real-world • Computational systems can now live in a rich information ecosphere, including the Web, other agents, and humans • Possible approaches: – Read natural language corpora & websites – Mine commonsense knowledge bases – Learn from humans 34 Crowdsourcing narrative intelligence • A crowd of humans on the web ➞ a supercomputer • Insight: humans learn from stories • Use a crowd to simulate a lifetime of experiences by asking people to tell stories about a specific type of situation • Crowdsource a highly specialized corpus of narrative examples and learn a generalized model of sociocultural situations Automatically generate stories and interactive experiences without a priori domain knowledge authoring 35 Scheherazade • Just-in-time model learning – Collect written stories via Amazon Mechanical Turk – Learn model via semantic parsing, pattern mining, global optimization – Barthes: human narratives implicitly encode causality – Grice: maxims of quality and relevance (and quantity) Collect Stories! Learn Model! Memory! Create Story! 36 Li, Lee-Urban, Appling & Riedl. Advances in Cognitive Systems, 2, 2012. Sociocultural knowledge representation • Model a situation as a script – Representation of procedural knowledge • Set of temporally ordered events walk/go into restaurant read menu wait in line choose menu item place order take out wallet pay for food ... – Correlated with expertise ... – Tells one what to do and when to do it 37 Learning to tell stories 1. Query the crowd 2. Identify the salient events 3. Determine event ordering 4. Mutually exclusive events • Crowd control: – Segment narrative – Use one verb per sentence – Avoid conditionals and compound structures – Avoid using pronouns 38 Learning to tell stories 1. Query the crowd • Crowd control simplifies NLP 2. Identify the salient events • Compute semantic similarity between sentences 3. Determine event ordering 4. Mutually exclusive events • Cluster sentences into events Order food * Precision ≈ 85% Eat food 39 Learning to tell stories 1. Query the crowd 2. Identify the salient events 3. Determine event ordering 4. Mutually exclusive events • Seek evidence for temporal relations • Binomial confidence testing • Search for the most compact graph that explains the stories walk/go into restaurant Story 1 Story 2 Story 3 Story 4 read menu wait in line choose menu item take out wallet pay for food place order 40 Learning to tell stories 1. Query the crowd • Measure mutual information between events 2. Identify the salient events 3. Determine event ordering • Mutual information is high and co-occurrence is low 4. Mutually exclusive events • Generalization of “or” relations choose restaurant drive to restaurant walk/go into restaurant mutex drive to drive-thru 41 choose restaurant Fast food restaurant drive to restaurant walk/go into restaurant read menu drive to drive-thru wait in line choose menu item take out wallet place order pay for food drive to window wait for food get food find table sit down eat food clear trash leave restaurant drive home 42 go to ticket booth arrive at theatre choose movie wait for ticket buy tickets go to concession stand order popcorn / soda show tickets buy popcorn Going on a date to the movies enter theatre find seats turn off cellphone eat popcorn sit down watch movie use bathroom discard trash talk about movie hold hands kiss leave movie drive home 43 John covers face Bank robbery John enters bank John sees Sally John waits in line John approaches Sally Sally is scared Sally greets John John hands Sally a note John pulls out gun Sally reads note John points gun at Sally Sally screams John shows gun John demands money John gives Sally bag The note demands money Sally opens cash drawer Sally collects money Sally give John money Sally puts money in bag Sally presses alarm Sally gives John bag John collects money John takes bag John opens bank door John leaves bank John gets in car Police arrives John drives away Police arrests John Sally calls police 44 Narrative generation • Script defines a space of linear sequences – Search for most typical, least typical, specific events, surprising, etc. • Evaluation shows generated stories comparable to humanauthored stories Collect Stories! Learn Model! Memory! Create Story! 45 Interactive narrative generation Li, Lee-Urban & Riedl. Proc. Intelligent Narrative Technologies 2012 Workshop. The road ahead • Starting with basics of plot causality and character believability • Progressively layering complexity • Computational aesthetics • Data-driven tailoring • Story generation in the real world 47 Conclusions • Story generation is a key capability that unlocks many practical, real-world applications – Create and manage user experiences in virtual worlds – Games, interactive narratives, training simulations, narrative learning environments, virtual characters • Narrative intelligence is a step toward human-level intelligent systems • Creative, expressive computational systems 48 Acknowledgements • Boyang Li • Sauvik Das • Brian O’Neill • Rania Hodhod • Alexander Zook • Mohini Thakkar • Hong Yu • Sanjeet Hajarnis • Ken Hartsook • George Johnston • Michael Drinkwater • Charles Isbell • Steve Lee-Urban • R. Michael Young Thanks! Questions? [email protected] @mark_riedl 49