The graphical interface guides users through the process of creating a story world, helping them populate the domain with 'smart' characters and objects, determine how they interact with each other and define events that can drive compelling narratives.
"We experience a shift from simple, linear stories into complex, participatory story worlds that are told across different media types," said Markus Gross, vice president of research at Disney Research.
To enable a computer programme to reason, infer and ultimately generate stories, people must first provide the computer with a wealth of domain knowledge - information on places, characters and objects and how they relate to one another, as well as how they interact.
"Our story world builder is designed to build up components of a full story world with the semantics required for automatic story generation," Poulakos said.
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"Our long-term mission is to empower anyone to create their own digital stories by providing easy-to-use, intuitive visual authoring interfaces," said Mubbasir Kapadia, an assistant professor in the Computer Science Department at Rutgers University.
The graphical interface leads the user through three main steps. The first step is story world creation, in which the user configures the scene and establishes all of the possible states and relationships.
In the next step, users author "smart characters" and "smart objects" by defining how characters and objects interact with each other.
For example, a robber is able to grab an object or press a button that might open a vault door.
In the final step, event creation, the user designs Parameterised Behaviour Trees, which provide a graphical, hierarchical representation for complex, multi-character interactions.