A PLANNING MECHANISM FOR GENERATING STORY TEXT
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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.