A story generator or plot generator is a tool that generates basic narratives or plot ideas. The generator could be in the form of a computer program, a chart with multiple columns, a book composed of panels that flip independently of one another, or a set of several adjacent reels that spin independently of one another, allowing a user to select elements of a narrative plot. The tool may allow the user to select elements for the narrative, or it may combine them randomly, a specific variation known as a random plot generator. Such tools can be created for virtually any genre, although they tend to produce formulaic and hackneyed situations.
Plot generators were described as early as the late 1920s, with Plotto; a new method of plot suggestion for writers of creative fiction, by William Wallace Cook, appearing in 1928. [1] Plotto is a non-random plot generator; the reader makes all the decisions within the framework set out by the book. [2]
In an article originally published in 1935 and reprinted in 2002, Robert J. Hogan described a book-based device called the Plot Genie which consisted of three lists of 180 items each: murder victims in the first list, crime locations in the second list, and important clues in the third list. The item to use from each list was chosen by spinning a dial with 180 numbers on it. Plot Genie (formally Plot Robot) was developed over the course of sixteen years by Wycliffe, A. Hill and published around 1931. Hogan also mentions other similar devices such as The 36 Dramatic Situations (described by Polti in 1895, who claims to have improved on the work of Carlo Gozzi, 1720–1806) and Plotto (see above). [3] [4]
The earliest computerized story generator was TALE-SPIN, an artificial intelligence program developed in the 1970s. [5] [6] More recently in the 1990s, the computer program MEXICA was developed for academic research into automated plot generation. It produces plots related to the Mexica people. [7] Using an approach similar to that of MEXICA, the program ProtoPropp generates stories related to Russian folklore. [8] There are a large number of "random plot generators" available on the internet—generic and relating to specific fandoms, with a certain amount of academic research into the subject.[ citation needed ]
The term story generator algorithms (SGAs) refers to computational procedures resulting in an artifact that can be considered a story. In the field of Artificial Intelligence (AI), the automated generation of stories has been a subject of research for over fifty years. An algorithm is understood as a set of instructions that, when applied to a given input, produces an output. In the present context, the desired output is a story. The underlying concept of “story” in SGAs is functional and does not imply any aesthetic notion. This is important because it sets the context for evaluation of generated stories, for which having a surface realization as a readable and appealing text is not necessarily a core issue. [9]
GPT-2 (2019) could be used to generate stories, if given appropriate prompts. [10] "TalkToTransformer.com", released later that year, offered an accessible front-end to the public to use GPT-2's technology to generate stories. [11] AI Dungeon , also layered on GPT-2, debuted in December 2019, and by August 2020 reportedly claimed over a million active monthly users. [12]
Digital art refers to any artistic work or practice that uses digital technology as part of the creative or presentation process. It can also refer to computational art that uses and engages with digital media.
A chatbot is a software application or web interface that is designed to mimic human conversation through text or voice interactions. Modern chatbots are typically online and use generative artificial intelligence systems that are capable of maintaining a conversation with a user in natural language and simulating the way a human would behave as a conversational partner. Such chatbots often use deep learning and natural language processing, but simpler chatbots have existed for decades.
Natural language generation (NLG) is a software process that produces natural language output. A widely-cited survey of NLG methods describes NLG as "the subfield of artificial intelligence and computational linguistics that is concerned with the construction of computer systems than can produce understandable texts in English or other human languages from some underlying non-linguistic representation of information".
Interactive storytelling is a form of digital entertainment in which the storyline is not predetermined. The author creates the setting, characters, and situation which the narrative must address, but the user experiences a unique story based on their interactions with the story world. The architecture of an interactive storytelling program includes a drama manager, user model, and agent model to control, respectively, aspects of narrative production, player uniqueness, and character knowledge and behavior. Together, these systems generate characters that act "human," alter the world in real-time reactions to the player, and ensure that new narrative events unfold comprehensibly.
In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligent behaviors primarily in non-playable characters (NPCs) similar to human-like intelligence. Artificial intelligence has been an integral part of video games since their inception in the 1948, first seen in the game Nim. AI in video games is a distinct subfield and differs from academic AI. It serves to improve the game-player experience rather than machine learning or decision making. During the golden age of arcade video games the idea of AI opponents was largely popularized in the form of graduated difficulty levels, distinct movement patterns, and in-game events dependent on the player's input. Modern games often implement existing techniques such as pathfinding and decision trees to guide the actions of NPCs. AI is often used in mechanisms which are not immediately visible to the user, such as data mining and procedural-content generation. One of the most infamous examples of this NPC technology and gradual difficulty levels can be found in the game Punch-Out!!.
In computing, procedural generation is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated content and algorithms coupled with computer-generated randomness and processing power. In computer graphics, it is commonly used to create textures and 3D models. In video games, it is used to automatically create large amounts of content in a game. Depending on the implementation, advantages of procedural generation can include smaller file sizes, larger amounts of content, and randomness for less predictable gameplay. Procedural generation is a branch of media synthesis.
Algorithmic art or algorithm art is art, mostly visual art, in which the design is generated by an algorithm. Algorithmic artists are sometimes called algorists.
Evolutionary music is the audio counterpart to evolutionary art, whereby algorithmic music is created using an evolutionary algorithm. The process begins with a population of individuals which by some means or other produce audio, which is either initialized randomly or based on human-generated music. Then through the repeated application of computational steps analogous to biological selection, recombination and mutation the aim is for the produced audio to become more musical. Evolutionary sound synthesis is a related technique for generating sounds or synthesizer instruments. Evolutionary music is typically generated using an interactive evolutionary algorithm where the fitness function is the user or audience, as it is difficult to capture the aesthetic qualities of music computationally. However, research into automated measures of musical quality is also active. Evolutionary computation techniques have also been applied to harmonization and accompaniment tasks. The most commonly used evolutionary computation techniques are genetic algorithms and genetic programming.
Computational creativity is a multidisciplinary endeavour that is located at the intersection of the fields of artificial intelligence, cognitive psychology, philosophy, and the arts.
Pop music automation is a field of study among musicians and computer scientists with a goal of producing successful pop music algorithmically. It is often based on the premise that pop music is especially formulaic, unchanging, and easy to compose. The idea of automating pop music composition is related to many ideas in algorithmic music, Artificial Intelligence (AI) and computational creativity.
Music and artificial intelligence (AI) is the development of music software programs which use AI to generate music. As with applications in other fields, AI in music also simulates mental tasks. A prominent feature is the capability of an AI algorithm to learn based on past data, such as in computer accompaniment technology, wherein the AI is capable of listening to a human performer and performing accompaniment. Artificial intelligence also drives interactive composition technology, wherein a computer composes music in response to a live performance. There are other AI applications in music that cover not only music composition, production, and performance but also how music is marketed and consumed. Several music player programs have also been developed to use voice recognition and natural language processing technology for music voice control. Current research includes the application of AI in music composition, performance, theory and digital sound processing.
Just This Once is a 1993 romance novel written in the style of Jacqueline Susann by a Macintosh IIcx computer named "Hal" in collaboration with its programmer, Scott French. French reportedly spent $40,000 and 8 years developing an artificial intelligence program to analyze Susann's works and attempt to create a novel that Susann might have written. A legal dispute between the estate of Jacqueline Susann and the publisher resulted in a settlement to split the profits, and the book was referenced in several legal journal articles about copyright laws. The book had two small print runs totaling 35,000 copies, receiving mixed reviews.
Automatic item generation (AIG), or automated item generation, is a process linking psychometrics with computer programming. It uses a computer algorithm to automatically create test items that are the basic building blocks of a psychological test. The method was first described by John R. Bormuth in the 1960s but was not developed until recently. AIG uses a two-step process: first, a test specialist creates a template called an item model; then, a computer algorithm is developed to generate test items. So, instead of a test specialist writing each individual item, computer algorithms generate families of items from a smaller set of parent item models. More recently, neural networks, including Large Language Models, such as the GPT family, have been used successfully for generating items automatically.
Artificial intelligence art is visual artwork created through the use of an artificial intelligence (AI) program.
Synthetic media is a catch-all term for the artificial production, manipulation, and modification of data and media by automated means, especially through the use of artificial intelligence algorithms, such as for the purpose of misleading people or changing an original meaning. Synthetic media as a field has grown rapidly since the creation of generative adversarial networks, primarily through the rise of deepfakes as well as music synthesis, text generation, human image synthesis, speech synthesis, and more. Though experts use the term "synthetic media," individual methods such as deepfakes and text synthesis are sometimes not referred to as such by the media but instead by their respective terminology Significant attention arose towards the field of synthetic media starting in 2017 when Motherboard reported on the emergence of AI altered pornographic videos to insert the faces of famous actresses. Potential hazards of synthetic media include the spread of misinformation, further loss of trust in institutions such as media and government, the mass automation of creative and journalistic jobs and a retreat into AI-generated fantasy worlds. Synthetic media is an applied form of artificial imagination.
AI Dungeon is a single-player/multiplayer text adventure game which uses artificial intelligence (AI) to generate content and allows players to create and share adventures and custom prompts. The game's first version was made available in May 2019, and its second version was released on Google Colaboratory in December 2019. It was later ported that same month to its current cross-platform web application. The AI model was then reformed in July 2020.
Generative Pre-trained Transformer 2 (GPT-2) is a large language model by OpenAI and the second in their foundational series of GPT models. GPT-2 was pre-trained on a dataset of 8 million web pages. It was partially released in February 2019, followed by full release of the 1.5-billion-parameter model on November 5, 2019.
Midjourney is a generative artificial intelligence program and service created and hosted by the San Francisco–based independent research lab Midjourney, Inc. Midjourney generates images from natural language descriptions, called prompts, similar to OpenAI's DALL-E and Stability AI's Stable Diffusion. It is one of the technologies of the AI boom.
Generative artificial intelligence is artificial intelligence capable of generating text, images, videos, or other data using generative models, often in response to prompts. Generative AI models learn the patterns and structure of their input training data and then generate new data that has similar characteristics.
Generative literature is poetry or fiction that is automatically generated, often using computers. It is a genre of electronic literature, and also related to generative art.