Lessons Learned From a Rational Reconstruction of Minstrel

AAAI Conferences

Scott Turner's 1993 Minstrel system was a high water mark in story generation, harnessing the concept of imaginative recall to generate creative stories. Using case-based reasoning and an author level planning system, Minstrel models human creative processes. However, the algorithmic and representational commitments made in Minstrel were never subject to principled and quantitative analysis. By rationally reconstructing Minstrel, we are able to investigate Turner's computational model of creativity and learn new lessons about his architecture. We find that Minstrel's original performance was tied to a well-groomed case library, but by modifying several components of the algorithm we can create a more general version which can construct stories using a sparser and less structured case library. Through a rational reconstruction of Minstrel, we both learn new architectural and algorithmic lessons about Minstrel’s computational model of creativity as well as make his architecture available to the contemporary research community for further experimentation.


Computational Approaches to Storytelling and Creativity

AI Magazine

Features relevant to creativity and to stories are analyzed, and existing systems are reviewed under the light of that analysis. The extent to which they implement the key features proposed in recent models of computational creativity is discussed. Limitations, avenues of future research, and expected trends are outlined. Yet over the last few years there has been a surge of research efforts concerning the combination of both subjects. This article tries to shed light on these efforts.


Computational Approaches to Storytelling and Creativity

AI Magazine

This paper deals with computational approaches to storytelling, or the production of stories by computers, with a particular attention on the way human creativity is modelled or emulated, also in computational terms. Features relevant to creativity and to stories are analysed, and existing systems are reviewed under the light of that analysis. The extent to which they implement the key features proposed in recent models of computational creativity is discussed. Limitations, avenues of future research and expected trends are outlined.


Minstrel Remixed: Procedurally Generating Stories

AAAI Conferences

We are recreating, investigating, and defining new uses for one of the most influential artificial intelligence projects of the past 25 years: Scott Turner’s Minstrel, which is regarded as a landmark in both the story generation and computational creativity communities. We compare our new system, Minstrel Remixed, with the implementation of the original, and discuss the various additions made during our rational reconstruction which facilitate investigations into the inner workings of the system. In conclusion, we evaluate the performance of Minstrel Remixed and determine that its results are quite close to those of the original.


Minstrel Remixed: User Interface and Demonstration

AAAI Conferences

This demo features a user interface for authoring stories and story fragments for use by the Minstrel Remixed story generation system. It also demonstrates Minstrel Remixed in use, allowing users to author story fragments and then have Minstrel Remixed expand these fragments and generate stories based on them. The focus is on the interface for story-fragment authoring, which exposes Minstrel's graph- of-frames knowledge representation format to the user in an interactive manner. It also exposes Minstrel Remixed's story generation capabilities as they exist currently, including the Author-Level Planning (ALP) and Transform Adapt Recall Methods (TRAM) systems.