Related papers: TropeTwist: Trope-based Narrative Structure Genera…
Visual storytelling is the task of generating stories based on a sequence of images. Inspired by the recent works in neural generation focusing on controlling the form of text, this paper explores the idea of generating these stories in…
We propose the task of outline-conditioned story generation: given an outline as a set of phrases that describe key characters and events to appear in a story, the task is to generate a coherent narrative that is consistent with the…
To build agents that can collaborate effectively with others, recent research has trained artificial agents to communicate with each other in Lewis-style referential games. However, this often leads to successful but uninterpretable…
We introduce a new class of context dependent, incomplete information games to serve as structured prediction models for settings with significant strategic interactions. Our games map the input context to outcomes by first condensing the…
Despite advances in generating fluent texts, existing pretraining models tend to attach incoherent event sequences to involved entities when generating narratives such as stories and news. We conjecture that such issues result from…
Many advancements have been made in procedural content generation for games, and with mixed-initiative co-creativity, have the potential for great benefits to human designers. However, co-creative systems for game generation are typically…
A character network is a graph extracted from a narrative, in which vertices represent characters and edges correspond to interactions between them. A number of narrative-related problems can be addressed automatically through the analysis…
Reader reviews of literary fiction on social media, especially those in persistent, dedicated forums, create and are in turn driven by underlying narrative frameworks. In their comments about a novel, readers generally include only a subset…
Complex networks have become powerful mechanisms for studying a variety of realworld systems. Consequently, many human-designed network models are proposed that reproduce nontrivial properties of complex networks, such as long-tail degree…
The behavior of complex systems is determined not only by the topological organization of their interconnections but also by the dynamical processes taking place among their constituents. A faithful modeling of the dynamics is essential…
The notion of complex systems is common to many domains, from Biology to Economy, Computer Science, Physics, etc. Often, these systems are made of sets of entities moving in an evolving environment. One of their major characteristics is the…
Graph generative models are highly important for sharing surrogate data and benchmarking purposes. Real-world complex systems often exhibit dynamic nature, where the interactions among nodes change over time in the form of a temporal…
The crossword-like patterns of tiles in Scrabble form connected graphs of occupied sites on a square lattice. We find the most structureless description that reproduces means and covariances observed in real Scrabble games by adapting a…
Inspired by the remarkable advances in video analytics, research teams are stepping towards a greater ambition -- movie understanding. However, compared to those activity videos in conventional datasets, movies are significantly different.…
Behavior trees (BTs) are a popular method for modeling NPC and enemy AI behavior and have been widely used in commercial games. In this work, rather than use BTs to model game playing agents, we use them for modeling game design agents,…
The advent of large pre-trained generative language models has provided a common framework for AI story generation via sampling the model to create sequences that continue the story. However, sampling alone is insufficient for story…
Machine learning for procedural content generation has recently become an active area of research. Levels vary in both form and function and are mostly unrelated to each other across games. This has made it difficult to assemble suitably…
We present an approach to generate novel computer game levels that blend different game concepts in an unsupervised fashion. Our primary contribution is an analogical reasoning process to construct blends between level design models learned…
We conduct a series of experiments designed to empirically demonstrate the effects of varying the structural features of a multi-agent emergent communication game framework. Specifically, we model the interactions (edges) between individual…
Action-Adventure games have several challenges to overcome, where the most common are enemies. The enemies' goal is to hinder the players' progression by taking life points, and the way they hinder this progress is distinct for different…