A Survey on Story Generation Techniques for Authoring Computational Narratives <s> I. INTRODUCTION <s> This book is an offspring of Negroponte's "The Architecture Machine, " published by The MIT Press in 1970. As is usually the case where computer systems are involved, the new generation is several orders of magnitude more powerful than even its remarkably mind-extending parent. The last few years have represented a "passing from an idiom to a reality, following (not necessarily consciously) notions set down in "The Architecture Machine" with an uncanny precision. The prognostications of hardware enumerated in wanton fantasy have been achieved and even superseded in the actual Architecture Machine of 1972."The general assumption of this new book is that the architect is an unnecessary and even detrimental middleman between individual, continuously changing needs and the continuous incorporation of those needs into the built environment. The book proposes a new kind of architecture without architects, and even without surrogate architects.The first chapter sets forth generally what is involved in learning to understand both the makings of intelligence and the making of architecture. It reveals polarities in attitudes toward thinking about thinking, and it appraises techniques--real and potential--that lead to meaningful thought about the process.A more direct analysis of architectural design activities is presented in the second chapter. Its goal is to achieve a closer coupling between man and machine, and it proposes sidestepping the traditional division of labor in which man and machine are assigned tasks that they are supposed to be respectively better at. Instead, a joint venture model is suggested: man and machine are treated as equal partners, even as candid good friends.The third chapter moves beyond the architect--beyond the need for an outside designer's intervention between our needs and their fulfillment. It asserts that each individual can be the best architect for his own needs and does not require a paternalistic human or mechanical architect to dictate his final decisions.The last chapter--furthest out of all--looks toward a distant future not only beyond the architect but beyond architecture as we know it. Here architecture machines are not simply used as aids in the design of buildings--they serve as buildings in themselves. Man will live in living, intelligent machines or cognitive physical environments that can immediately respond to his needs or wishes or whims. The possibilities are unlimited and a challenge to any imagination. <s> BIB001 </s> A Survey on Story Generation Techniques for Authoring Computational Narratives <s> I. INTRODUCTION <s> The different ways that computers can be involed in creative work are examined. A classification based on four categories of human-computer interaction to promote creativity is proposed: computers may facilitate (a) the management of creative work, (b) communication between individuals collaborating on creative projects, (c) the use of creativity enhancement techniques, (d) the creative act through integrated human-computer cooperation during idea production. The papers in the Special Issue are discussed according to this classification. Issues to be considered in future work on human-computer interactions for promoting creativity are discussed. <s> BIB002 </s> A Survey on Story Generation Techniques for Authoring Computational Narratives <s> I. INTRODUCTION <s> Interactive narrative is a form of digital interactive experience in which users create or influence a dramatic storyline through their actions. The goal of an interactive narrative system is to immerse the user in a virtual world such that he or she believes that they are an integral part of an unfolding story and that their actions can significantly alter the direction and/or outcome of the story.In this article we review the ways in which artificial intelligence can be brought to bear on the creation of interactive narrative systems. We lay out the landscape of about 20 years of interactive narrative research and explore the successes as well as open research questions pertaining to the novel use of computational narrative intelligence in the pursuit of entertainment, education, and training. <s> BIB003 </s> A Survey on Story Generation Techniques for Authoring Computational Narratives <s> I. INTRODUCTION <s> As an emerging form of digital entertainment, the interactive narrative has attracted great attention from researchers over the past decade. Recently, there has been an emerging trend to apply interactive narratives to training and simulation. An interactive narrative system allows players to proactively interact with simulated entities in a virtual world and have the ability to alter the progression of a storyline. In simulation-based training, the use of an interactive narrative system enables the possibility to offer engaging, diverse and personalized narratives or scenarios for different training purposes. This paper provides a review of interactive narrative systems and technologies from a training perspective. Specifically, we first propose a set of key requirements in developing interactive narrative systems for simulation-based training. Then we review nine representative existing systems with respect to their system architectures, features and related mechanisms. To examine their applicability to training, we investigate and compare the reviewed systems based on the functionalities and modules that support the proposed requirements. Furthermore, we discuss some open research issues on the future development of interactive narrative technologies for training applications. <s> BIB004
T HE computer is frequently used as a platform for the creation, consumption, and sharing of narratives. The potential for interaction between humans and computers has also led to new methods for experiencing narratives, as seen with the rise in popularity of interactive narratives, hypertext, and video games. The possibilities of human-computer interaction have even significantly influenced the authoring process of narratives in that when authoring a narrative computationally, the computer always contributes in some form. When using a text editor, the collaboration on behalf of the computer is minimal, but significant research has been dedicated to using artificial intelligence and procedural techniques to allow the computer to generate components of narrative automatically. While it may appear that the goal of this research is to remove the human author altogether, in practice, the range of stories which may be generated is still largely dependent on the information input to it by a human author. Whether authoring the narrative itself, or constructing the brain of a complex artificial intelligence for storytelling, one cannot remove either the human or the computer from the process of authoring computational narrative. It is this cooperation between computer and human that is commonly labeled a mixed-initiative approach. As originally proposed by Negroponte BIB001 and later outlined by Lubart BIB002 , a mixed-initiative approach is usually most successful when the author maintains complete control over content, and the computer's duty is to provide important services for the author. The computer must also be able to adapt to the author's intent and way of authoring; otherwise, the presence of the computer will be more of a nuisance than an assistance. This is especially true in cases where the computer has some control on the creation of story content. It is, therefore, important for the design and evaluation of any mixed-initiative system to understand to what degree specific elements of narrative are created automatically by a computer, how they integrate with the remaining authored elements, and what level of control is provided to the author in the whole process. There have been several surveys in the field of computational narrative focusing on elements such as creativity  , interactive narratives BIB003 , BIB004 , drama management  , plan-based narrative generation  , and the application of several theories of narratology to the field of computational narrative  . Our focus is specifically on author and computer collaboration; we further make three main contributions in our survey. 1) We provide a thorough survey of the field of story generation, an area of computational narrative which has been active for close to 40 years. 2) We classify a large body of research, methods, and tools according to the extent story components are automatically generated or manually authored. 3) Utilizing a formal model of narrative derived from structuralist narrative theory, we explore the existing definition of narrative generation to identify which elements of story are most commonly generated. We structure the remainder of the survey as follows. In Section II, we introduce our definitions for both narrative and the degrees of automation, grouping them into four distinct categories of research. In Sections III-VI, we examine specific examples of research and software from each of the four categories. We discuss several interesting results of this categorization in Section VII and conclude in Section VIII.