Read Chris Crawford on Interactive Storytelling Online
Authors: Chris Crawford
Chris R. Fairclough and Pádraig Cunningham of Trinity College in Dublin, Ireland, have integrated Propp’s system into a story engine with impressive results
3
. Their software uses a double layer of intelligence to provide the narrative. The lower layer uses agent-based technology to guide individual Actors in the storyworld; the upper layer uses Propp’s rules in a case-based reasoning system, which applies old precedents to new problems. The software maintains a library of previously solved problems in the problem domain. Upon encountering a new problem, the software searches through its library of precedents and identifies the closest matching precedent, and then adapts the solution to the precedent to solve the current problem. Propp’s ideas are used to supply Actors with roles to play (Villainy, Guidance, Testing of the Hero, and so forth). Actors are capable of gossiping with each other; the authors hope to augment this capability with deception at some future time. Their system isn’t complete as of this writing, so we must wait to evaluate their results.
In 1921, a French writer, Georges Polti, published
The Thirty-Six Dramatic Situations
4,
which reduced the basic storylines of all literature and theater to a core set:
Although Polti intended this list to be universal, it does reflect the cultural context of his times. For example, Situation #27, “discovery of the dishonor of a loved one,” hasn’t been much in use in the past 50 years. However, Situation #9, “daring enterprise,” covers many of the movies and books now popular.
To give you a better idea of his system at work, here are his categorizations of some famous tales:
Hamlet
: #4 and #13 (vengeance taken for kindred upon kindred, enmity of kinsman)
Romeo and Juliet
: #29 (an enemy loved)
Macbeth
: #30 (ambition)
Don Quixote
: #2 (deliverance)
The Purloined Letter
: #11 (the enigma)
Around the World in 80 Days
: #9 (daring enterprise)
The Ring of the Nibelungs
: #5 (pursuit)
The War of the Worlds
: #6 (disaster)
Many of Polti’s categories are broken down into subcategories. For example, he breaks down Situation #22, “all sacrificed for a passion,” as follows:
A.
B.
C.
Finally, Polti lists the basic roles necessary to each situation; for #22, he offers The Lover, The Object of the Fatal Passion, and The Person or Thing Sacrificed. I believe this taxonomy could become the basis for an interactive storytelling engine, but at present I have no concrete suggestion to offer.
It might be possible to build an interactive storytelling engine using a scheme that breaks stories down into components or categories. Three such schemes have already been built: Aarne-Thompson, Propp, and Polti. Of these three, only Propp has been adapted for computer use.
“IF YOU CAN’T SAY IT
, you don’t
know
it.” That’s what one of my English teachers used to say, and over the years I have come to realize how profoundly right he was. It’s not just that transcribing an idea from thought into language is the only proof of thought; the thought and the language are deeply intertwined.
Linguists have tussled over this idea for 75 years; it’s formally known as the Sapir-Whorf hypothesis. The strong version of this hypothesis declares that language
determines
the nature of thought.
The weak version claims only that language
influences
thought. The strong version has few advocates, but the weak version has attracted a large following. Those who don’t like the weak Sapir-Whorf hypothesis spend their time attacking the straw man of the strong version. I accept the weak version: that language influences thought, but you can Google the term “Sapir-Whorf” to find more debate than you’d likely care to wade through.