Employing emotions to drive plot generation in a computer-based storyteller
Emotions are an integral part of the creative process; however, it is hard to find computer models of creativity where emotions play a fundamental role. This paper describes a computer model for plot generation based on emotions and tensions between characters. In particular, the document illustrates how emotions are employed to progress a story in a coherent way and generate novel situations, and how the dramatic tension of the story in progress can be employed to evaluate its interestingness. The model is implemented in a computer program named MEXICA [Prez y Prez, R., & Sharples, M. (2001). MEXICA: a computer model of a cognitive account of creative writing. Journal of Experimental and Theoretical Artificial Intelligence, 13(2), 119139]; this work concentrates on the role of emotions in plot generation. The main claim is that a story can be represented as a cluster or group of emotional links and tensions between characters that progresses over story-time; story-actions work as operators that modify such clusters. I present results showing how story generation is affected by various model parameters. This approach means the program is flexible, as it avoids using predefined story-structures or characters goals to drive story generation. Furthermore, evaluation of computer generated stories showed that MEXICAs stories were most often selected as the best story. This suggests that the story-generation mechanisms within MEXICA are sufficiently rich to generate interesting and novel stories.
emotions plot generation storyteller creativity mexica acas-constant engagement reflection