A Survey on Story Generation Techniques for Authoring Computational Narratives <s> B. Constrained Plot and Constrained Space <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> BIB001 </s> A Survey on Story Generation Techniques for Authoring Computational Narratives <s> B. Constrained Plot and Constrained Space <s> Most computational story generation systems lack the ability to generate new types of imaginary objects that play functional roles in stories, such as lightsabers in Star Wars. We present an algorithm that generates such imaginary objects, which we call gadgets, in order to extend the ontological expressivity of existing, planning-based story generation systems. The behavior of a gadget is represented as a plan including typical events that happen when the gadget is used. Our algorithm creates gadgets by extrapolating and merging one or more commonly known objects in order to achieve a narrative goal provided by an existing story generator. We extend partial-order planning to establish open conditions based on analogies between concepts related respectively to common objects and the gadget. We show the algorithm is capable of generating gadgets created by human. <s> BIB002 </s> A Survey on Story Generation Techniques for Authoring Computational Narratives <s> B. Constrained Plot and Constrained Space <s> Procedural generation of games has become an active research field. We present a system that automatically generates an interactive fiction (IF) by learning from crowdsourced corpora of example stories. We ask crowd workers from Amazon Mechanical Turk to write short stories about a given situation with simple language, from which a plot graph is learned, containing plot events, temporal precedence and mutual exclusion relations between the events. The plot graph describes an IF where players and non-player characters choose from executable events as determined by the plot graph. We demonstrate an IF learned from the domain of bank robbery. <s> BIB003
Li and Riedl explored the creation of fictional gadgets that may be added into a story generator which may then be used in the generation of plot BIB002 . Gadgets are created during generation, where the planner finds moments when it is either impossible or highly difficult to meet the subsequent goal in the story. The system then determines which goals need to be met and use analogy-based reasoning to find an object whose use is similar to the steps needed to achieve the goal of the planner. Si et al. used space generation to assist during the authoring process for interactive narratives  . The author is able to specify their goals regarding the plot, and the system will automatically generate the goals of each of the characters such that the interactor is more likely to experience the author's intended vision when engaging with the narrative. The system further simulates different interactors, and their potential paths through the story, to highlight possible mismatches between the plot experienced by the interactor compared to the author's desired plot. Swanson and Gordon's  system defies many of the conventions of previous systems and aims instead for a pure mixed-initiative approach, supported by crowdsourced knowledge mined from internet blogs. In this system, the author and computer take alternating turns writing one line of text for a story. The computer selects its line from a database of possible lines taken from internet blogs in a way that attempts to match the line to the author's intended story. In this sense, the computer's line may generate new elements of space just as much as the author's line. This approach may be the closest available to Lubart's original vision of working with the computer as a collaborator BIB001 , although results showed that the stories generated with such a method generally lacked coherence. SCHEHERAZADE BIB003 also attempts to generate interactive narratives using crowdsourcing methods. A number of anonymous authors were asked to provide linear stories for a bank robbery, which were then combined to create the final story. This plot contains branches in situations when different authors would create two alternate events occurring after a common event. The goal of this system is to create stories that have the knowledge and creativity of human authors, without the need to build this knowledge into a story generation system. The computer, in this case, mainly automates the final combination of all different plots and space into one final story.