2020
DOI: 10.1609/aiide.v16i1.7400
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Bringing Stories Alive: Generating Interactive Fiction Worlds

Abstract: Interactive fictions—also called text-based games—are games in which a player interacts with a virtual world purely through textual natural language. In this work, we focus on procedurally generating interactive fiction worlds. Generating these worlds requires (a) referencing everyday and thematic commonsense priors in addition to (b) being semantically consistent, (c) interesting, (d) coherent throughout, all while (e) producing fluent natural language descriptions of places, people, and things. Using existin… Show more

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Cited by 11 publications
(7 citation statements)
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“…Each item in the anthology contains all text written by each author for the four facets that accompanied a given image sequence. 2 Table 1 exemplifies one item in the anthology: a complete set of author responses for each facet for a particular image-set. The remainder of this section outlines the facets, crowdsourcing interface, image origins, and anthology statistics.…”
Section: Methods For Collection and Analyses 31 Collecting The Anthologymentioning
confidence: 99%
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“…Each item in the anthology contains all text written by each author for the four facets that accompanied a given image sequence. 2 Table 1 exemplifies one item in the anthology: a complete set of author responses for each facet for a particular image-set. The remainder of this section outlines the facets, crowdsourcing interface, image origins, and anthology statistics.…”
Section: Methods For Collection and Analyses 31 Collecting The Anthologymentioning
confidence: 99%
“…An example of such interaction between imagery and stories is apparent in the Tell Tale Card game, 1 where players analyze pictures, form connections among what they see, and then articulate language to fellow players to tell stories based on how they interpreted the images. While the stories vary player to player and game to game, there are three consistent factors that guide their formation: (1) the environment and presentation in the imagery; (2) the narrative goal of the storyteller; and (3) the audience [50]. The environment and presentation refer to the content and quality of the imagery, which can spark a range of interpretations depending on the order and speed at which images are presented during the story writing, as well as the mood that the storyteller detects when viewing the images.…”
Section: Related Work 21 Subjectivities In Stories and Systemsmentioning
confidence: 99%
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“…A knowledge graph is a set of ⟨subject, relation, object⟩ tuples. Knowledge-graph based reinforcement learning agents have been shown to be state-of-the-art in text-based games (Ammanabrolu and Riedl 2018; Ammanabrolu et al 2020a;Ammanabrolu and Hausknecht 2020;Ammanabrolu et al 2020b;Xu et al 2020;Peng, Riedl, and Ammanabrolu 2022). These agents infer objects and relations from text observations and use this knowledge graph as a long-term memory of the world state as a means of handling partial observability.…”
Section: Background and Related Workmentioning
confidence: 99%
“…While most text generation with transformer-based language models starts with a user-provided first sentence as a prompt, a number of research efforts in story generation attempt to modify the AI system to allow for a greater degree of control over what is generated. One means of controlling story generation is to condition generation on high-level plot outlines (Fan, Lewis, and Dauphin 2018;Peng et al 2018;Rashkin et al 2020) or story in-filling (Donahue, Lee, and Liang 2020;Ammanabrolu et al 2020). Tambwekar et al (2019 and Alabdulkarim et al (2021) retrain the language with a specific, provided end-goal.…”
Section: Background and Related Workmentioning
confidence: 99%