The Creative Process: A Computer Model of Storytelling and CreativityPsychology Press, 1994 - 298 pages Someday computers will be artists. They'll be able to write amusing and original stories, invent and play games of unsurpassed complexity and inventiveness, tell jokes and suffer writer's block. But these things will require computers that can both achieve artistic goals and be creative. Both capabilities are far from accomplished. This book presents a theory of creativity that addresses some of the many hard problems which must be solved to build a creative computer. It also presents an exploration of the kinds of goals and plans needed to write simple short stories. These theories have been implemented in a computer program called MINSTREL which tells stories about King Arthur and his knights. While far from being the silicon author of the future, MINSTREL does illuminate many of the interesting and difficult issues involved in constructing a creative computer. The results presented here should be of interest to at least three different groups of people. Artificial intelligence researchers should find this work an interesting application of symbolic AI to the problems of story-telling and creativity. Psychologists interested in creativity and imagination should benefit from the attempt to build a detailed, explicit model of the creative process. Finally, authors and others interested in how people write should find MINSTREL's model of the author-level writing process thought-provoking. |
Contents
Preface | 9 |
A Model of Creativity | 21 |
A Model of Storytelling | 69 |
Thematic Goals in Storytelling | 93 |
Dramatic Writing Goals | 121 |
Consistency Goals | 141 |
Annotated Trace | 167 |
Evaluation of MINSTRELs Computer Model | 213 |
Future Work and Conclusions | 279 |
References | 285 |
291 | |
Other editions - View all
The Creative Process: A Computer Model of Storytelling and Creativity Scott R. Turner Limited preview - 2014 |
The Creative Process: A Computer Model of Storytelling and Creativity Scott R. Turner Limited preview - 2014 |
The Creative Process: A Computer Model of Storytelling and Creativity Scott R. Turner No preview available - 2016 |
Common terms and phrases
&Goal &intends &Lancelot Type &State achieve action Actor adaptation AL-OBJ Andrea kissed Andrea loved Frederick applied author plan ALP author-level goals author-level plan Bebe belief boredom assessment case-based reasoning Cedric character cognitive constraints creative problem solving creative process creativity heuristics Darlene decision dragon emotion episodic memory example fails feature foreshadowing goal resolution Grunfeld hermit hot tempered imaginative memory instantiate Jennifer wanted John Bear kill Frederick King Arthur knight fights knight named knowledge Lancelot loved Andrea Lancelot wanted Lancelot's horse Mad Libs MINSTREL creates Minstrel invented MINSTREL knows MINSTREL tells MINSTREL's creativity MINSTREL's model Mistaken Knight model of creativity motivated Object original problem past problems PAT:PRIDE planner Planning Advice Themes problem description problem domain problem specification reader recalled solution recursively representation represents result schema shown in Figure solver story events story scene story theme storytelling STREL TALESPIN tell a story TRAM Cycle TRAM:Generalize-Constraint Transform transformed problem Trying author plan woods