An Introduction to Computational Narrative Jarmo Laaksolahti SICS Interactive story systems Litterature Hypertext novels “Construct your own IRL Improv theater (Live) Role-playing adventure” books games Computational Computer MUDs games Childrens’ story creation applications Outline Interactive narrative What is narrative anyway? Structuring interactive narrative Drama management Examples of systems Story generators Emergent narrative ID Systems Traditional stories The author controls What happens when in the story world What the reader finds out about it, and when The reader controls Whether to read on or stop (or skip) Interactive stories Author shares control Players actively participate in the creation of their own experience Conflicting demands Players want freedom to do and see whatever they find interesting (?) Authors want to tell their story How can interactivity and story be combined!? Critical Voices Ludology Narratives retell past events and thus cannot be interactive (narration collapses) Story and roles constrain interactivity Narratology Interactivity only allows simple/uninteresting stories to be formed Stories and Games What are the differences? Games focus on interactivity, stories on control Games involve solving puzzles, scoring points and winning What is the role of story in games? Games often involve stories (in some way) don’t they? What is a narrative? A narrative is an account of events that has happened to someone. Narratives order events temporally… …and causally C happened because of A. Narratives are about important events. A happened first, then B and C. Importance depends on the situation Focus on characters. because of A then B then C Story and Plot (1) Story refers to a sequence of events as it has actually happened in a story world. A jealous man suspecting that his wife is cheating on him decides to leave her. Plot refers to the sequence of events as it is actually related. The story can be told in reverse: the man leaves and only later do we get to know why. Plot (re)arranges story events in various ways. Story and Plot (2) Readers access the story through the plot Is plot media independent? Mental Reader Mediate Interpret B A C Plot events Plot and media are tightly intertwined (I think) Arrange Access because of A then B Story then C Story structure Story Values Love/hate, life/death, rich/poor, … Events that turn values in increasing order Beats Scenes Sequences Acts Story = Character + Plot Characters should have “…qualities that allows an audience to believe that the character could and would do what he does” (McKee, 1997) No need to model the real thing!! Instead model folk-theoretical understanding of Emotions Social-relations … The wedge Potential Possible Probable Necessary Story arc Complication 5 4 6 3 1 2 7 Time 1. 2. 3. 4. 5. 6. 7. Exposition Inciting incident Rising action Crisis Climax Falling action Denouement Levels of Interaction Aren’t all stories interactive? Constructivism because of Interactive Plot Make the links between events virtual Creating new plots A then B then C because of Interactive Story Make the events themselves virtual Creating new story events A then B then C Structure of Interactive Narrative “The narrative potential of the interactive text is a function of its system of links” (Ryan, 2001) Does this also apply to other media? The complete graph Fully connected graph Player can navigate as she likes Difficult to create events that can be experienced in any order Hard to guarantee narrative coherence The Network Cyclic graph The player is partially limited Coherence can only be locally guaranteed Common in hypertext novels The Tree Does not allow cycles Only one path from the root node to each leaf node Easy to guarantee narrative coherence Suffers from combinatorial explosion Used in role-playing books The vector with branches Main story is noninteractive The player can visit the side branches Players can decide the level of detail Popular in children's (educational) games …and perhaps RPG’s? The Maze Traversed from start to goal along several paths May contain cycles May allow backtracking from dead ends Narrative coherence is achieved (?) because all paths attempt to reach the same goal Number of plots = number of complete traversals Not all are equally satisfying R.I.P Start Goal No cycles! Combines narrative with interactivity (to some degree) Trivializes the effects of player actions Significance can be restored by making the system context-sensitive Computer games are often of this kind Choice The Directed Graph Time The Hidden Story Reading path The player discovers the pre-history Contains two narrative levels The fixed hidden story The atemporal network of the readers investigation E.g. used in Myst Story to be discovered Hypertext Novels The Braided Plot The story is determinate Players experience events from different perspectives Players can backtrack (relive) events from another perspective Space Time Drama management An alternative to explicitly coded links Policy for “story piece” selection Actual sequence Selection policy Story library Important Questions What are the story moves? How is the desired story represented? What is the selection policy? When does selection happen? Narrative Systems Properties of the systems we will look at Player experience not authoring Computers constitute the medium A program is involved in creating/guiding the Players can influence the systems behavior narrative Types of systems Story generators Character based ID … systems systems - emergent narrative Tale-Spin – James Meehan Early (1976) story generation system Players specify a set of character goals facts relationships The system creates an animal fable using the provided parameters PhD thesis: “The Metanovel: Writing stories by computer”, Yale,1976 LISP implementation available (micro tale-spin) Puppet Playwright – Brenda Laurel Early design of an ID system (not implemented) Expert system acting as a playwright Collects suggestions from each character about what to do Simulates the effect of these actions and chooses the first acceptable action Reading material: Computers as Theatre, Addison Wesley, 1993 Façade – Mateas & Stern Story a la “Who’s afraid of Virginia wolf” Interaction through natural language dialog within story context The player plays a character in the story First person view To be released (free) 2003 Façade architecture Drama Manager (sequences beats) Bag of beats (~100) History Recognizers Previous action beat beat beat beat beatbeat Scene Current story values Selected beat beat beat beat time beat Activity not part of a beat Desired value arc(s) surface text Trip Player Grace Story World discourse acts discourse acts reactions Natural Language Understanding Other systems Erasmatron – http://www.erasmatazz.com/ Mimesis – http://mimesis.csc.ncsu.edu/ IDTension – http://www.idtension.com/ … More info about my own work Jarmo Laaksolahti (jarmo@sics.se)