A Survey on Story Generation Techniques for Authoring Computational Narratives <s> B. Integration of Plot and Space <s> MEXICA is a computer model that produces frameworks for short stories based on the engagement-reflection cognitive account of writing. During engagement MEXICA generates material guided by content and rhetorical constraints, avoiding the use of explicit goals or story-structure information. During reflection the system breaks impasses, evaluates the novelty and interestingness of the story in progress and verifies that coherence requirements are satisfied. In this way, MEXICA complements and extends those models of computerised story-telling based on traditional problem-solving techniques where explicit goals drive the generation of stories. This paper describes the engagement-reflection account of writing, the general characteristics of MEXICA and reports an evaluation of the program. <s> BIB001 </s> A Survey on Story Generation Techniques for Authoring Computational Narratives <s> B. Integration of Plot and Space <s> This paper introduces the Movie Script Markup Language (MSML), a document specification for the structural representation of screenplay narratives for television and feature film drama production. Its definition was motivated by a lack of available structured and open formats that describe dramatic narrative but also support IT-based production methods of audiovisual drama. The MSML specification fully supports contemporary screenplay templates in a structured fashion, and adds provisions for drama manufacturing methods that allow drama crew to define how narrative can be translated to audiovisual material. A timing model based on timed petri nets is included to enable fine-grained event synchronization. Finally, MSML comprises an animation module through which narrative events can drive production elements like 3-D previsualization, content repurposing or studio automation. MSML is currently serialized into XML documents and is formally described by a complement of an XML Schema and ISO Schematron schema. The specification has been developed in close collaboration with actual drama production crew and has been implemented in a number of proof-of-concept demonstrators. <s> BIB002 </s> A Survey on Story Generation Techniques for Authoring Computational Narratives <s> B. Integration of Plot and Space <s> This chapter proposes a new approach to style, arising from our work on computational media using structural blending, which enriches the conceptual blending of cognitive linguistics with structure building operations in order to encompass syntax and narrative as well as metaphor. We have implemented both conceptual and structural blending, and conducted initial experiments with poetry, including interactive multimedia poetry, although the approach generalizes to other media. The central idea is to generate multimedia content and analyze style in terms of blending principles, based on our finding that different principles from those of common sense blending are often needed for some contemporary poetic metaphors. <s> BIB003 </s> A Survey on Story Generation Techniques for Authoring Computational Narratives <s> B. Integration of Plot and Space <s> Serious games became an important device for increasing the awareness of issues that are important to society. One such issue is the environmental impact of driving. To support the training and wide promotion of eco-friendly driving, an appropriate platform and tools are needed. In this paper, we present the Scenario Markup Language (SML), a simple yet expressive language for authoring realistic traffic situations. This effort is part of a novel framework for automatically generating complex scenarios in the transport domain. In particular, SML facilitates the scripting of behavioral driver studies in multi-user online three-dimensional (3D) virtual worlds. <s> BIB004 </s> A Survey on Story Generation Techniques for Authoring Computational Narratives <s> B. Integration of Plot and Space <s> Curveship, a Python framework for developing interactive fiction (IF) with narrative style, is described. The system simulates a world with locations, characters, and objects, providing the typical facilities of an IF development system. To these it adds the ability to generate text and to change the telling of events and description of items using high-level narrative parameters, so that, for instance, different actors can be focalized and events can be told out of order. By assigning a character to be narrator or moving the narrator in time, the system can determine grammatical specifics and render the text in a new narrative style. Curveship offers those interested in narrative systems a way to experiment with changes in the narrative discourse; for interactive fiction authors and those who wish to use of the system as a component of their own, it is a way to create powerful new types of narrative experiences. The templates used for language generation in Curveship, the string-with-slots representation, shows that there is a compromise between highly flexible but extremely difficult-to-author abstract syntax representations and simple strings, which are easy to write but extremely inflexible. The development of the system has suggested ways to refine narrative theory, offering new understandings of how narrative distance can be understood as being composed of lower-level changes in narrative and how the order of events is better represented as an ordered tree than a simple sequence. <s> BIB005
Although many systems discussed in this survey present a similar description of stories, there is usually a significant level of difficulty involved in trying to integrate different components together. It seems then that it would be beneficial to develop a standard model for computational narratives, with more attention paid to the relation of plot and space. This may be grounded within concepts from narrative theory, as we have attempted in Fig. 1 , but also with concepts developed within the research community (relations, character/author goals, etc.). We identified several examples which use markup languages, such as the scenario markup language from OPENENERGYSIM BIB004 or the MSML BIB002 and there exist workshops dedicated to further exploring various models of narrative  , all of which provide interesting approaches to the problem of finding a standard model for narrative. It may, however, be more fitting to see how to create models of narratives for specific applications. For example, Tomai proposes new models for quest narratives in relation to computer role-playing games, and shows how a better model of the space can help the generation and adaptation of quests  . Nitsche et al. also explore a model of expressive space, where events are only used to give the interactor a certain experience within the space  . For an example more specifically related to the storytelling AI community, SLANT [104] is a recent effort to combine the plot generation of MEXICA BIB001 , discourse generation of CURVE-SHIP BIB005 , and the figuration generation techniques from the GRIOT BIB003 engine. This combination is assisted by a blackboard architecture, in which each generator has access to an XML schema of the current instance of the story. Each generator can then in turn have access to make changes to the story and write the new version back to the blackboard. The blackboard architecture allows the generators to be able to read and understand the XML, determine any modifications to make, and then write the modified story back to the blackboard using the same format. In this architecture, it would be straightforward to even allow intervention from human authors, and space generators to make modifications in this same procedure. Although this is only one approach to better integrating plot and space, this type of cooperation would be interesting as a form of dynamic collaborative narrative generation between author and computer.