Abstract
We present a theoretical model for the automated generation of plot-consistent, novel, engaging narratives based on a broad, computable model of emotion. We review the background theory, relevant to the morphing of narratives, composed of 28 emotion categories, 24 emotion intensity variables, and ~400 channels for emotion expression, which has been implemented in an AI program called the Affective Reasoner. We argue that what is primarily of interest in narratives is the emotion fabric present in the interaction between characters—much of which can be manipulated by the Affective Reasoner—and that while keeping the plot the same or similar we can, under computational control, create novel, interesting, consistent new stories that make sense to human observers. We present and explain preliminary examples and then apply the story-morphing techniques to a passage from Mary Shelley’s Frankenstein.
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Notes
- 1.
With a tip of the hat to Pylyshyn’s cognitively impenetrable early vision module (Pylyshyn 1999).
- 2.
Based on unpublished work of Ortony, Elliott and Gilboa.
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Elliott, C. (2022). Affective Story-Morphing: Manipulating Shelley’s Frankenstein under Program Control using Emotionally Intelligent Agents. In: Arai, K. (eds) Intelligent Systems and Applications. IntelliSys 2021. Lecture Notes in Networks and Systems, vol 294. Springer, Cham. https://doi.org/10.1007/978-3-030-82193-7_35
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