为多人物故事撰写叙事话语:以象棋游戏为例

Pablo Gervás
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引用次数: 25

摘要

几个人物的故事,不同的人物可能在同一时期的不同地点从事不同的活动,由人类毫无困难地作为线性话语产生。本文通过设计一个相关任务的计算模型来解决这个问题,该模型被理解为为国际象棋比赛中的事件组成叙事话语的任务。叙事构成的任务被建模为一系列操作,这些操作需要从激发叙事的一系列事件中获得叙事话语的跨度。该模型探索了一组中间表示,这些表示用于捕获逐渐强加于材料上的结构,并将该内容规划任务与自然语言生成的经典管道连接起来。探讨了几种策略的线性化过程和评估其结果。此外,本文认为这一生产任务沉浸在一个自我评估周期中,通过构建一种可能的解释(完全基于话语本身中可用的信息)以及将这种解释与原始材料进行比较,来验证所生产的话语。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Composing narrative discourse for stories of many characters: A case study over a chess game
Stories of several characters, where different characters may engage in separate activities at different locations over the same period, are produced by humans as linear discourses with no difficulty. The present article addresses this issue by engineering a computational model of the relevant task understood as that of composing a narrative discourse for the events in a chess game. The task of narrative composition is modelled as a set of operations that need to be carried out to obtain a span of narrative discourse from a set of events that inspire the narration. The model explores a set of intermediate representations required to capture the structure that is progressively imposed on the material, and connects this content planning task with a classic pipeline for natural language generation. Several strategies are explored for the linearization procedure and for the evaluation of its results. Additionally, the article considers this productive task immersed in a self-evaluation cycle where the produced discourse is validated via the construction of a possible interpretation (based exclusively on the information available in the discourse itself) and a comparison between this interpretation and the original source material.
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