{"title":"可信的角色会出人意料地行动吗?","authors":"Antoine Saillenfest, J. Dessalles","doi":"10.1093/llc/fqu042","DOIUrl":null,"url":null,"abstract":"Unexpectedness is a major factor controlling interest in narratives. Emotions, for instance, are felt intensely if they are associated with unexpected events. The problem with generating unexpected situations is that either characters, or the whole story, are at risk of being no longer believable. This issue is one of the main problems that make story design a hard task. Writers face it on a case by case basis. The automatic generation of interesting stories requires formal criteria to decide to what extent a given situation is unexpected and to what extent actions are kept believable. This paper proposes such formal criteria and makes suggestions concerning their use in story generation systems. 1. The unexpectedness-believability dilemma Interest in narratives crucially relies on the author’s ability to design unexpected situations. The exercise requires however a bit of caution, as the following example illustrates. The Knife Story. John and Mary are true lovers. Over time, their love is growing. On that Tuesday, Mary has breakfast with John as usual. She stands up, goes to the kitchen, grabs a knife, returns and stabs John in the back. This example illustrates the mutual exclusion between unexpectedness and believability. Mary’s action does not make sense at this point of the story. Readers are in a desperate need for an explanation that will restore Mary’s rationality. In the absence of such explanation, or if it comes too late, Mary’s character is at risk of appearing non believable, and the story’s attractiveness will suffer as a result. Few authors addressed the issue on a general basis. The narrative generator Prevoyant (Bae and Young, 2008) is an attempt to generate flashback and foreshadowing, specifically targeted at the evocation of surprise in the reader’s mind. Surprise is mainly aroused by the manipulation of temporal structures in the narrative. Foreshadowing provides the reader with expectations and flashback provides the reader with an explanation of the surprising event. Using a reader model, the system evaluates both the presence of an unexpected event and the fact that the story structure as a whole will hang together and make sense to the reader. Suspenser (Cheong and Young, 2008) is a framework that determines narrative contents intended to arouse high level of suspense in the reader. This system relies on the idea that a reader’s suspense level is affected by the problems that characters must face and by the number of solutions available to them. The system manipulates the story events in order to increase or decrease the chances of success and also proposes a measure of the level of suspense. Both studies, Prevoyant and Suspenser, address the question of generating coherent stories that arouse an effect in the reader. However, the problem of creating interesting situations by generating surprise or suspense is addressed considering only some specific aspect of these notions. No general theoretical framework that would serve as guidance for the generation of interesting and believable narratives is provided.Reconciling unexpectedness and believability is generally considered as a skill that often makes the difference between good and average quality fiction. The automatic generation of interesting stories requires some formal criterion to decide to what extent a given situation is unexpected and whether actions are kept believable. The aim of this paper is to offer such a formal criterion and to show how it could be implemented in story generation systems. In what follows, we will first illustrate with an example (the Grail Story) how unexpectedness is used by authors to raise interest. They often bring characters to the frontiers of believability. To reproduce this skill, a theoretical framework is needed. We consider such a framework, Simplicity Theory, in a further section. After a brief presentation of the theory, we will show how it can be used to formally characterize two notions: surprise and intentionality. Thanks to these definitions, we will be able not only to express the unexpectedness-believability dilemma, but also to get around it. We will then go further, showing how the theoretical definitions can lead to practical calculus and, eventually, could be used in story generation systems.","PeriodicalId":235034,"journal":{"name":"Lit. Linguistic Comput.","volume":"104 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"Can believable characters act unexpectedly?\",\"authors\":\"Antoine Saillenfest, J. 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The exercise requires however a bit of caution, as the following example illustrates. The Knife Story. John and Mary are true lovers. Over time, their love is growing. On that Tuesday, Mary has breakfast with John as usual. She stands up, goes to the kitchen, grabs a knife, returns and stabs John in the back. This example illustrates the mutual exclusion between unexpectedness and believability. Mary’s action does not make sense at this point of the story. Readers are in a desperate need for an explanation that will restore Mary’s rationality. In the absence of such explanation, or if it comes too late, Mary’s character is at risk of appearing non believable, and the story’s attractiveness will suffer as a result. Few authors addressed the issue on a general basis. The narrative generator Prevoyant (Bae and Young, 2008) is an attempt to generate flashback and foreshadowing, specifically targeted at the evocation of surprise in the reader’s mind. Surprise is mainly aroused by the manipulation of temporal structures in the narrative. Foreshadowing provides the reader with expectations and flashback provides the reader with an explanation of the surprising event. Using a reader model, the system evaluates both the presence of an unexpected event and the fact that the story structure as a whole will hang together and make sense to the reader. Suspenser (Cheong and Young, 2008) is a framework that determines narrative contents intended to arouse high level of suspense in the reader. This system relies on the idea that a reader’s suspense level is affected by the problems that characters must face and by the number of solutions available to them. The system manipulates the story events in order to increase or decrease the chances of success and also proposes a measure of the level of suspense. Both studies, Prevoyant and Suspenser, address the question of generating coherent stories that arouse an effect in the reader. However, the problem of creating interesting situations by generating surprise or suspense is addressed considering only some specific aspect of these notions. No general theoretical framework that would serve as guidance for the generation of interesting and believable narratives is provided.Reconciling unexpectedness and believability is generally considered as a skill that often makes the difference between good and average quality fiction. The automatic generation of interesting stories requires some formal criterion to decide to what extent a given situation is unexpected and whether actions are kept believable. The aim of this paper is to offer such a formal criterion and to show how it could be implemented in story generation systems. In what follows, we will first illustrate with an example (the Grail Story) how unexpectedness is used by authors to raise interest. They often bring characters to the frontiers of believability. 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引用次数: 6
摘要
意外是控制叙述兴趣的主要因素。例如,如果情绪与意外事件联系在一起,就会被强烈地感受到。产生意外情况的问题在于,无论是角色还是整个故事,都有可能不再可信。这个问题是使故事设计成为一项艰巨任务的主要问题之一。作家们要逐个面对这个问题。有趣故事的自动生成需要正式的标准来决定给定情境在多大程度上是意外的,以及行动在多大程度上是可信的。本文提出了这样的形式化标准,并对它们在故事生成系统中的使用提出了建议。1. 对叙事的兴趣在很大程度上取决于作者设计意外情境的能力。然而,这个练习需要一点谨慎,如下面的示例所示。刀的故事。约翰和玛丽是真爱。随着时间的推移,他们的爱越来越深。在那个星期二,玛丽像往常一样和约翰一起吃早餐。她站起来,走到厨房,拿起一把刀,回来从背后捅了约翰一刀。这个例子说明了意外和可信之间的相互排斥。在故事的这一点上,玛丽的行为没有意义。读者们迫切需要一个解释来恢复玛丽的理性。如果没有这样的解释,或者解释得太晚,玛丽的角色就有可能显得不可信,故事的吸引力也会因此受到影响。很少有作者在一般基础上讨论这个问题。叙事发生器Prevoyant (Bae and Young, 2008)是一种产生闪回和伏笔的尝试,特别针对于在读者心中唤起惊喜。叙事中对时间结构的操纵是引起惊奇的主要原因。伏笔为读者提供了期待,闪回为读者提供了对意外事件的解释。使用读者模型,系统会评估意外事件的存在以及故事结构作为一个整体是否会联系在一起并对读者有意义。悬疑(Cheong and Young, 2008)是一个决定叙事内容的框架,旨在引起读者的高度悬念。这个系统基于这样一种理念,即读者的悬念水平受到角色必须面对的问题以及他们所面临的解决方案数量的影响。系统会操纵故事事件,以增加或减少成功的机会,并提出衡量悬疑程度的标准。这两项研究,Prevoyant和Suspenser,都探讨了如何创造连贯的故事,从而引起读者的共鸣。然而,通过产生惊喜或悬念来创造有趣情境的问题只考虑了这些概念的某些特定方面。没有一般的理论框架,可以作为指导产生有趣和可信的叙述。人们通常认为,协调意外和可信是一种技巧,这种技巧往往决定了优秀小说和一般小说的区别。有趣故事的自动生成需要一些正式的标准来决定给定情境在多大程度上是意外的,以及行动是否可信。本文的目的是提供这样一个正式的标准,并展示如何在故事生成系统中实现它。在接下来的文章中,我们将首先用一个例子(圣杯故事)来说明作者是如何利用意外来提高兴趣的。他们经常把角色带到难以置信的边缘。要重现这种技能,需要一个理论框架。我们将在后面的章节中考虑这样一个框架——简单性理论。在简要介绍该理论之后,我们将展示如何使用它来正式描述两个概念:惊喜和意向性。有了这些定义,我们不仅能够表达“意外-可信”的困境,而且能够绕开它。然后,我们将进一步展示理论定义如何导致实际演算,并最终可用于故事生成系统。
Unexpectedness is a major factor controlling interest in narratives. Emotions, for instance, are felt intensely if they are associated with unexpected events. The problem with generating unexpected situations is that either characters, or the whole story, are at risk of being no longer believable. This issue is one of the main problems that make story design a hard task. Writers face it on a case by case basis. The automatic generation of interesting stories requires formal criteria to decide to what extent a given situation is unexpected and to what extent actions are kept believable. This paper proposes such formal criteria and makes suggestions concerning their use in story generation systems. 1. The unexpectedness-believability dilemma Interest in narratives crucially relies on the author’s ability to design unexpected situations. The exercise requires however a bit of caution, as the following example illustrates. The Knife Story. John and Mary are true lovers. Over time, their love is growing. On that Tuesday, Mary has breakfast with John as usual. She stands up, goes to the kitchen, grabs a knife, returns and stabs John in the back. This example illustrates the mutual exclusion between unexpectedness and believability. Mary’s action does not make sense at this point of the story. Readers are in a desperate need for an explanation that will restore Mary’s rationality. In the absence of such explanation, or if it comes too late, Mary’s character is at risk of appearing non believable, and the story’s attractiveness will suffer as a result. Few authors addressed the issue on a general basis. The narrative generator Prevoyant (Bae and Young, 2008) is an attempt to generate flashback and foreshadowing, specifically targeted at the evocation of surprise in the reader’s mind. Surprise is mainly aroused by the manipulation of temporal structures in the narrative. Foreshadowing provides the reader with expectations and flashback provides the reader with an explanation of the surprising event. Using a reader model, the system evaluates both the presence of an unexpected event and the fact that the story structure as a whole will hang together and make sense to the reader. Suspenser (Cheong and Young, 2008) is a framework that determines narrative contents intended to arouse high level of suspense in the reader. This system relies on the idea that a reader’s suspense level is affected by the problems that characters must face and by the number of solutions available to them. The system manipulates the story events in order to increase or decrease the chances of success and also proposes a measure of the level of suspense. Both studies, Prevoyant and Suspenser, address the question of generating coherent stories that arouse an effect in the reader. However, the problem of creating interesting situations by generating surprise or suspense is addressed considering only some specific aspect of these notions. No general theoretical framework that would serve as guidance for the generation of interesting and believable narratives is provided.Reconciling unexpectedness and believability is generally considered as a skill that often makes the difference between good and average quality fiction. The automatic generation of interesting stories requires some formal criterion to decide to what extent a given situation is unexpected and whether actions are kept believable. The aim of this paper is to offer such a formal criterion and to show how it could be implemented in story generation systems. In what follows, we will first illustrate with an example (the Grail Story) how unexpectedness is used by authors to raise interest. They often bring characters to the frontiers of believability. To reproduce this skill, a theoretical framework is needed. We consider such a framework, Simplicity Theory, in a further section. After a brief presentation of the theory, we will show how it can be used to formally characterize two notions: surprise and intentionality. Thanks to these definitions, we will be able not only to express the unexpectedness-believability dilemma, but also to get around it. We will then go further, showing how the theoretical definitions can lead to practical calculus and, eventually, could be used in story generation systems.