• Information Technology
  • Human Resources
  • Careers
  • Giving
  • Library
  • Bookstore
  • Active Living
  • Continuing Education
  • Go Dinos
  • UCalgary Maps
  • UCalgary Directory
  • Academic Calendar
My UCalgary
Webmail
D2L
ARCHIBUS
IRISS
  • Faculty of Arts
  • Cumming School of Medicine
  • Faculty of Environmental Design
  • Faculty of Graduate Studies
  • Haskayne School of Business
  • Faculty of Kinesiology
  • Faculty of Law
  • Faculty of Nursing
  • Faculty of Nursing (Qatar)
  • Schulich School of Engineering
  • Faculty of Science
  • Faculty of Social Work
  • Faculty of Veterinary Medicine
  • Werklund School of Education
  • Information TechnologiesIT
  • Human ResourcesHR
  • Careers
  • Giving
  • Library
  • Bookstore
  • Active Living
  • Continuing Education
  • Go Dinos
  • UCalgary Maps
  • UCalgary Directory
  • Academic Calendar
  • Libraries and Cultural Resources
View Item 
  •   PRISM Home
  • Science
  • Science Research & Publications
  • View Item
  •   PRISM Home
  • Science
  • Science Research & Publications
  • View Item
JavaScript is disabled for your browser. Some features of this site may not work without it.

A PLANNING MECHANISM FOR GENERATING STORY TEXT

Thumbnail
Download
1991-431-15.pdf (2.253Mb)
Download Record
Download to EndNote/RefMan (RIS)
Download to BibTex
Author
Smith, Tony C.
Witten, Ian H.
Accessioned
2008-02-27T22:29:20Z
Available
2008-02-27T22:29:20Z
Computerscience
1999-05-27
Issued
1991-05-01
Subject
Computer Science
Type
unknown
Metadata
Show full item record

Abstract
All automatic text generating systems must confront problems of sentence content and surface form, while systems that generate complete discourse face the additional difficulty of maintaining a logical and coherent flow of ideas. Noninteractive systems must further be able to address these difficulties without human provocation or control. This paper outlines a computer program that addresses these problems through the process of telling stories. Coherent story text is generated by taking advantage of an analogy between game-playing and story-telling. An environment is created where characters must escape from difficult predicaments, and the exploits of the characters and their attempts to solve problems are used as input for the generation of natural language text. Logical story plots emerge from the adoption of game-playing strategies as a model for planning speech acts.
Notes
We are currently acquiring citations for the work deposited into this collection. We recognize the distribution rights of this item may have been assigned to another entity, other than the author(s) of the work.If you can provide the citation for this work or you think you own the distribution rights to this work please contact the Institutional Repository Administrator at digitize@ucalgary.ca
Corporate
University of Calgary
Faculty
Science
Doi
http://dx.doi.org/10.11575/PRISM/31137
Uri
http://hdl.handle.net/1880/46185
Collections
  • Science Research & Publications

Browse

All of PRISMCommunities & CollectionsBy Issue DateAuthorsTitlesSubjectsThis CollectionBy Issue DateAuthorsTitlesSubjects

My Account

LoginRegister

Download Results

Statistics

Most Popular ItemsStatistics by CountryMost Popular Authors

  • Email
  • SMS
  • 403.220.8895
  • Live Chat

Energize: The Campaign for Eyes High

Privacy Policy
Website feedback

University of Calgary
2500 University Drive NW
Calgary, AB T2N 1N4
CANADA

Copyright © 2017