His Master's Toys

“All is but toys: renown, and grace, is dead; The wine of life is drawn, and the mere lees Is left this vault to brag of” --- William Shakespeare

Month: November, 2004

Creating the Gap in expectation

Fine storytelling involves shattering expectation, creating a gap between the subjective and objective realms. S.M. Eisenstein, in The Short Fiction Scenario, states this as – The principle of the breaking of inertia. Following is a quote from his outstanding book:

First, a very simple example. Let’s say you make a movement as though about to strike someone. This will attract the attention of the person looking at you. But his impression will be much stronger if you then suddenly draw your hand back in the opposite direction and strike from there. The sudden change in direction breaks the inertia of the expected movement and therefore creates a stronger impression.

Robert McKee states :

In story, we concentrate on that moment, and only that moment in which a character takes an action expecting a useful reaction from his world, but instead the effect of his action is to provoke forces of antagonism. The world of the character reacts differently than expected, more powerfully than expected, or both.

In essence, a gap is born between the expectation of the protagonist and the way the world reacts. Story is born in this gap. We take actions based on our beliefs. The reality, though, can only be known after the action has been taken.

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Vladimir Propp and Narratology

Vladimir Propp studied russian folk tales, broke them down to narratemes. He analyzed narrative structures, characters and kinds of actions and arrived at the following conclusion:

After the initial situation is depicted, the tale takes the following sequence:

  1. A member of a family leaves home (the hero is introduced);
  2. An interdiction is addressed to the hero (‘don’t go there’, ‘go to this place’);
  3. The interdiction is violated (villain enters the tale);
  4. The villain makes an attempt at reconnaissance (either villain tries to find the children/jewels etc; or intended victim questions the villain);
  5. The villain gains information about the victim;
  6. The villain attempts to deceive the victim to take possession of victim or victim’s belongings (trickery; villain disguised, tries to win confidence of victim);
  7. Victim taken in by deception, unwittingly helping the enemy;
  8. Villain causes harm/injury to family member (by abduction, theft of magical agent, spoiling crops, plunders in other forms, causes a disappearance, expels someone, casts spell on someone, substitutes child etc, comits murder, imprisons/detains someone, threatens forced marriage, provides nightly torments); Alternatively, a member of family lacks something or desires something (magical potion etc);
  9. Misfortune or lack is made known, (hero is dispatched, hears call for help etc/ alternative is that victimised hero is sent away, freed from imprisonment);
  10. Seeker agrees to, or decides upon counter-action;
  11. Hero leaves home;
  12. Hero is tested, interrogated, attacked etc, preparing the way for his/her receiving magical agent or helper (donor);
  13. Hero reacts to actions of future donor (withstands/fails the test, frees captive, reconciles disputants, performs service, uses adversary’s powers against them);
  14. Hero acquires use of a magical agent (directly transferred, located, purchased, prepared, spontaneously appears, eaten/drunk, help offered by other characters);
  15. Hero is transferred, delivered or led to whereabouts of an object of the search;
  16. Hero and villain join in direct combat;
  17. Hero is branded (wounded/marked, receives ring or scarf);
  18. Villain is defeated (killed in combat, defeated in contest, killed while asleep, banished);
  19. Initial misfortune or lack is resolved (object of search distributed, spell broken, slain person revivied, captive freed);
  20. Hero returns;
  21. Hero is pursued (pursuer tries to kill, eat, undermine the hero);
  22. Hero is rescued from pursuit (obstacles delay pursuer, hero hides or is hidden, hero transforms unrecognisably, hero saved from attempt on his/her life);
  23. Hero unrecognised, arrives home or in another country;
  24. False hero presents unfounded claims;
  25. Difficult task proposed to the hero (trial by ordeal, riddles, test of strength/endurance, other tasks);
  26. Task is resolved;
  27. Hero is recognised (by mark, brand, or thing given to him/her);
  28. False hero or villain is exposed;
  29. Hero is given a new appearance (is made whole, handsome, new garments etc);
  30. Villain is punished;
  31. Hero marries and ascends the throne (is rewarded/promoted).

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Quest for The Story Machine

A few months ago, I came across an interesting idea by Scott McCloud (the originator of 24 Hour Comics challenge) called the Story Machine. Here’s an excerpt of his idea:

“Basically, it’s a big map of symbols that you randomly explore (using a four sided D-4 to move north, south, east and west) while creating stories.Writers and artists are very habit-driven, this is one way of breaking habits (the 24-hour comic was another). Contrary to the name, this isn’t a device for generating the stories themselves, just for unlocking imaginations by throwing an endless series of conceptual curve balls to stimulate unpredictable turns of thought.”

While the idea itself is pretty rudimentary, it got me wondering about the possibilities of Story Generation. Campbell, Propp, and several others had already come up with abstract models of what-makes-a-story. As I read further, I realized that the AI community had tried to tackle the problem in 60s and 70s. Roger Schank’s research group at Yale, in their attempt at understanding the processes that a human should have to understand natural language, eventually refocussed themselves to study narratives. However, only a few research groups survived in the 80s when the funding for AI research dwindled. Most AI groups started focussing on industry related problems.

However, with the explosion of computer usage, the problem of HCI (Human-Computer Interaction) naturally led to a re-emergence of Narrative Intelligence. Marc Davis and Michael Travers started working on the problem in MIT Media Lab.

Now, there are several research groups which focus on different aspects of the problem. The purpose of this blog is to act as survey/bibliography material, and also help me gain understanding enough to come up with my take for the problem.

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