Plexus: an
interactive story telling system based on the small-world networks model
F. Bertacchini
Department of Linguistics, University of Calabria,
Italy.
e-mail: francesca_bertacchini@yahoo.it
C. Senatore
Department of Linguistics, University of Calabria,
Italy.
e-mail: caterina.senatore@unical.it, a.talarico@hotmail.it
Department of Linguistics, University of Calabria,
Italy.
e-mail: a.talarico@hotmail.it
Abstract
In this paper, a story telling system, based on the small-world networks
model, is presented. The idea is to generate a rich deal of stories, which in
turn can be represented as real theatrical events.
The prologue is the main node, from which stories and character are
generated, selected from many alternatives. Each character instantiates a
sub-network and many paths can be generated, according to mathematical
functions. Each story that a character performs is a node in a network (linked
with the other stories and to the main node). In this way, the system creates a
fractal narrative structure, with scale invariance, which can be reiterated ad
libitum, thus producing webs of complex stories.
A first example of one of this web of stories that it is possible to
generate will be presented during the conference, realized in multimedia and in
a real theatrical play.
The performance has been realized by using the idea of experimenting the
spreading of the information in a network of people, by using the technology of
the mobile phone and other auxiliary devices. The experiment aims at
demonstrating that the effects of technology are like an infectious virus,
which spreads suddenly in the network. During the play and the multimedia
presentation, many generative patterns, related to the fractal nature of the
narrative structures will be presented.
In order to put in evidence how people are connected, Stanley
Milgram [1] sent some letters addressed
to a stockbroker in Boston, Massachusetts, to a random set of people in
Nebraska, with the instructions that the letters were sent again to the
stockbroker, by passing them from person to person. People passed their letters
to someone who was, in some social sense, related to the stockbroker. In this way, a good number of Milgram’s
letters reached their destination, and
Milgram found that it was necessary an average of six steps for a letter to
arrive from Nebraska to Boston. He concluded that six was the average number of
passages separating couples of people involved, and argued that a similar
separation might characterize the relationship of any two people in the entire
world. This process has been called “six degrees of separation” [2] and it is
now known as small-world effect [3].
Since then, many scientists begun to
study social relationships in order to detect laws of organization, in
networks. The concept of network is very important for modelling communication
between individuals, the spread of an infectious desease in a community, the
organization of DNA in biological world, the trasmission of information in
neural cells and many other processes that take place directly between
individuals or elements of a set. Later, Granovetter [4]studied the process
of interconnectivity in a group,
detecting strong and weak links. The
first category ties familiar individuals and very close friends, the second
puts in contact only individuals with a superficial relationship, which can
serve as social bridges, for passing from a networks to another one. In the
paper “Collective dynamics of smallworld
networks”, Watts and Strogatz [5] linked the study of social networks to
the mathematical theory of graphs. According to this approach, a network
contains many elements, called nodes, which are linked to each other by archs.
The set of archs and nodes produces the networks. Watts and Strogatz explored
the properties of connected networks of elements, independently of their
qualities. They found similarities in real-world networks, individuating high
levels of aggregation and low average of separation. The most important result
they found is that small-world graphs, those possessing both short average
person-to-person distances and clustering of acquaintances, show behaviors very
different from either regular lattices or random graphs, thus producing a great
quantity of different configurations in the links of these networks.
Instead, some networks show characteristics in addition to
the small-world effect which may be related to their function. An example is
the World WideWeb, which, according to Barabasi and collegues [6-8], appears to
have a scale-free distribution of the coordination numbers of vertices. It is a
network with a scale invariance (the organization is the same at different
levels) which presents the following characteristics:
a. presence of nodes with a high number of links
(connectors);
b. when a node establishes a new link, it prefers to connect
itself to a node which has already many links;
c. exponential growth of nodes, which are called hubs.
These kind of networks can represent complex systems such as
social, economic and biological networks and narrative models of cognition as
well. According to Gazzaniga [9], the left and the right emispheres of human
brain behave in different ways: while the left emisphere generates many false
reconstructions of events, the right one produces true characteristics of
stories. From false memories, narrative creativity has developed as an
“interpretation mechanism”. Humans use this mechanism not only for interpreting
social events but also for representing them, as it happens when we tell a
story. Narrative thought is a form of reasoning which grows in complexity
and organization as brain developes, which has some methods for building
up interpretative models of reality and for verifying them. So narrative is an
important part of the way we interact with and make sense of the world. According
to Propp [10], a story is an essential description of events in a temporal
unit, that are produced by characters, each of them having specific
characteristics and functions in the story development. Propp has been a
pioneer in evidencing the social networks that characters create in producing
the plot. In recent years, traditional AI and innovative agent-based
technologies have developed Interactive Storytelling systems [11, 12] as an
indipendent research field. An interactive story telling is a stystem that
allows a user to make decisions that can potentially impact the direction of a
narrative. Brenda Laurel [13] defines an interactive drama as a “first-person
experience within a fantasy world, in which the User may create, enact and
observe a character whose choices and actions affect the course of events just
as they might in a play. The structure of the system proposed in the study
utilizes a playwriting expert system that enables first-person participation of
the User in the development of the story or plot, and orchestrates
system-controlled events and characters so as to move the action forward in a
dramatically interesting way”. Some key problems of this sector such as
narrative control, the duality between characters and the plot, the user interaction
with the story are progressively being solved and new prototypes are being
developed [14], with the aim of exploring creative way of expanding the
narrative search space [15], of representing the generation of non-linear
networks of connected stories [16] and of creating characters, which live in
virtual worlds, have embodied cognition and develop stories in a creative way
[17].
In this paper we present an interactive story telling
system, where the characters’ tasks are organized by a small-world networks
structure, in order to produce creative plots, to be represented later in a
real situation. The aim of this system is
to automatically generate stories linked to scientific themes and to
represent them by alternative methods and techonologies, such as theatrical
representation and Augmented Virtual Reality. The theoretical framework in
which we designed the system is generative art [18], with the idea of
implementing more complex interactive narrative [19], to be used as basis for
the Interactive storytelling system characters and for actors in a real
theatrical situation.
Two fundamental types of narrative, linear and branching,
are used in computer games and education and training applications [16]. Linear
narrative is a method in which a
sequence of events is narrated from the beginning to the end of a story,
without variations or possibility for a user of altering the way in which the
story develops or ends. In branching narrative systems, there are many points
in the story where some actions or decisions made by the user alter the way in
which a narrative develops or ends. Branching narratives [20] are tipically
represented as directed graphs, in which each node represents a linear, scripted
scene, followed by a decision points. Arcs between nodes represent decisions
that can be made by the user. The variability the user can experience in
these kind of systems is scripted into
the system at the design time, and it is thus limited to the knowledge the
designer has of the user’s needs and preferences and the user that makes the
same choices at the same decision points in two consecutive sessions will have
the same experiences.
The architecture of the interactive storytelling system, based
on the small-world networks model, is
represented in Figure 1.
Figure 1.
Architecture of the interactive storytelling system.
A networks of characters which are hubs are at first
selected by the user. Characters are situated in historical, geographical and
social contexts. The prologue is the main node, and it is connected with a set of written stories, with video and
audio sequences, with virtual worlds. Each of these media has been stored in
different databases. From the Prologue the user selects a story: this is the interactive story telling generator.
Every possible path through the graph of this network represents a story. In
turn, for each character the user can instantiate a sub-network, and many paths
can be generated, according to a formal grammar. At this level the events
generator produces audio, video or simulation, related to a series of events,
which in turn represent a networks. In fact, each story that a character
performs is a node in a network (linked with the other stories and to the main
node). In this way, the system creates a fractal narrative structure, with
scale invariance, which can be reiterated ad libitum, thus producing webs of
complex stories. At each level of the architecture, the characters’ galleries,
the prologue, the storytelling generator and the events generator the user can
make some decisions. This process develops the user’s sense of control over the
development of the story. In fact, the user can add elements at each level of
the architecture and create arcs in order to produce creative connections
within the plot in the branching story graph.
At the moment we have created a network of characters with
different functions. The historical characters are hubs, since they are very
important (Galileo, Einstein). So their mark-up characteristic is denoted by a
yellow color code. There is a network
of characters which are not hubs (the terrorist, the teen-ager, Penelope).
These characters are involved in some social networks and have particular
stories. So their color code is red. There is another network of fantasy
characters, (the butterfly, the horse, the fish) which has been developed in
the ESG research group (http://galileo.cincom.unical.it/),
by using two-dimensional self-replicanting Cellular Automata. The color code of
these characters is blue.
Other important elements in this system are connectors,
which can be technological and/or
belonging to a specific social network. For example, a mobile phone or
the Internet allow the characters to add a new dimension in the story plot,
which is, in some sense, related to the way individuals communicate by using
new information and communication systems.
The events generator is a formal language [21]. In
contemporary research, a formal language is a set of finite-length words (i.e.
a string of characters), obtained from some finite alphabet, while the
scientific theory which deals with these entities is known as formal language
theory (Figure 2).
Figure 2. In
this diagram, the basic objects of formal language theory (alphabet, sentence, language and grammar)
are represented. Grammars consist of rewrite rules: a particular string can be
rewritten as another string. Such rules contain symbols of the alphabet (here a
and b), and so-called ‘non-terminals’ (here S, A, B and F), and a null-element,
e according to Chomsky’s
approach . The grammar in this figure works as follows: each sentence begins
with the symbol S. S is rewritten as aA. Then there are two choices: A can be
rewritten as bA or aB. B can be rewritten as bB or aF. F always goes to e.
This formal language creates paths and free walking in the
branching story graph, allowing the user’s sense of control of the storytelling
system (Figure 3).
|
|
Paths generator |
Walking |
Length From 2 To 3
= 2 2à0à3 2 à 62 0 à 60 3 à 63 Length From 4 To 6
= 2 4à0à6 4 à 64 0 à60 6 à66 |
Length From 3 To 34
= 9 3à13à31à53à43à46à19à14à31à34 3à 63 13à 73 31à91 53 à 113 43à103 46 à 106 19 à 79 14 à 74 31 à 91 34 à 94 |
Figure 3. The dialogue boxes for the user
is interaction. In the system, the language is developed by using natural
numbers.
At each element of the path or of the random walking, the
system associates to the formal grammar a set of media, which in turn are
represented as 3D world or video clips.
In other words, the formal grammar instantiates a string in
correspondence of which there is an audio-video sequence. The set of all the
sequences produce the story. The grammar is context dependent. Changing the
parameters of the choices, it is possible to generate new differents stories.
For this reason this system fits well with the generative approach in arts. The
user can add nodes to the network and
create archs between past and future events, producing a generative and
creative narrative that is different either from linear or brancing narratives.
Instead, the user’s interface metaphor exploits a physical
world model of the networks. The networks have
geographical characteristics and
they produce 3d graphs. Each element of the networks is settled on a spherical
surface, determined by longitudinal and latitudinal coordinates.
The story starts in a random manner from one of the hubs
(the professor) and creates, by a decision-making system, the task of the other
characters, producing events ruled by a generative grammar. At the moment, the
caracters that have been developed are represented in Figure 4.
Gallery of Historical Characters |
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Galileo |
Einstein |
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Gallery of Social Characters |
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Teenager |
Professor |
Assistant |
Revolutionary |
Gallery of Fantasy Characters |
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ALMMA
Robot |
Chaos
Robot |
Alice |
Illusionist |
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Spider |
Horse |
Butterfly |
Fish |
Gallery of Settings |
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Greek
House |
Greek
Theatre |
Agorà |
Greek
Temple |
Gallery of Greek Masks |
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Hegemòn
therápon |
Pseudokóre |
Kólax |
Káto
trichías |
Gallery of Scenes |
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Video
ALMMA |
Video
Evolution |
Galileo
Room |
Agorà |
Figure 4.In this Figure, some of the characters, real and
simulated which have been developed for the interactive story-telling system.
Figure 5. In this Figure, a scene of the
first play produced with the system. As it is possible to see, we have used an
historical character, Galileo, situated in a modern environment.
Figure 6. In this image, a piece of the
text generated by the story-telling system, elaborated on a story written by
one of the authors.
One of the story we have
generated is about an experiment which a professor elaborates and makes, using
human pearsons as laboratory mice. In
Figure 5, a scene of the prologue of the generated story is presented, while in
Figure 6, a piece of the dialogue of the professor of the generated story.
We made a contamination of different elements, approaches
and methods for creating what we have called melting tools, the electric
theather, the music of the story, classical and fantasy 3D environments. The electric
theater is the result of the interplay between old and recent approaches, the
idea that it is possible to use a storytelling system to write a rough play
which, after modifications and improvements, can be represented as if it were
written by a playwriter. Also music is a very important element of the electric
theater, as the music is generated by using a software based on the small
networks model as well (see Campolongo, in the poster session of the GA2005
Conference Proceedings). Furthermore, the electric theater uses 3D
environments, multi-agent based technologies and Augmented reality systems.
Future goals of this research project is to develop the performance in
Augmented reality, using the synthetic and the real actors and mixing the
behavior of both types of characters for realizing a new form of generative
art. Furthermore, we think to develop a new model of narrative, based on the
Barabasi scale-free model of networks.
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