The structure-mapping engine: algorithm and examples
Artificial Intelligence
Possible Worlds, Artificial Intelligence, and Narrative Theory
Possible Worlds, Artificial Intelligence, and Narrative Theory
Design, Analogy, and Creativity
IEEE Expert: Intelligent Systems and Their Applications
Curious agents and situated design evaluations
Artificial Intelligence for Engineering Design, Analysis and Manufacturing
Controlling Narrative Generation with Planning Trajectories: The Role of Constraints
ICIDS '09 Proceedings of the 2nd Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
Narrative planning: balancing plot and character
Journal of Artificial Intelligence Research
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Science-fiction and fantasy stories often contain objects never envisioned previously. Inventing gadgets like lightsabers or mythical creatures like griffins is a creative task. Traditional computational storytelling systems are limited in their expressivity because they cannot create new types of objects or gadgets. The Japanese manga series Doraemon exemplifies the role of new and creative gadgets in creating fun and successful stories. We surveyed five volumes of Doraemon and identified 9 cognitive strategies of gadget creation, unified in a 5-step process. We present an algorithm to create new types of gadgets in the context of story generation. The algorithm is a combination of partial-order planning and analogical reasoning. Although Doraemon is our motivating example, we can also generate gadgets commonly seen in other science fictions and fairy tales.