A few days ago, I was at the Foundations of Digital Games conference in Bordeaux. On July 1 I presented the first conference paper on Curveship since the system has been released as free software. The paper is “Curveship’s Automatic Narrative Style,” which sums up or at least mentions many of the research results while documenting the practicalities of the system and using the current terminology of the release version.
July 6, 2011
June 18, 2011
I went by to OLPC (One Laptop Per Child, the nonprofit that has created and deployed worldwide the green laptop for kids) yesterday for some discussion of narrative interfaces. I explained the basics of Curveship and what was interesting about it from my perspective, mentioning that one could hook the narrating engine up to something other than an interactive fiction world. I also found out that others had some of their own, very interesting, ideas.
Chris Ball, for instance, showed a proof-of-concept where he hooked up the simulated world of Curveship’s Cloak of Darkness, the classic simulated example world, to a graphical display and a graphical system for inputting commands:
May 15, 2011
I believe that Curveship and the example game Lost One may have just recieved their first roasting, thanks to the firepower of the S.S. Turgidity and the intrepid, enterprising player character Stiffy Makane. The “erotic adventures” that unfold in The Cavity of Time, released as part of the Indigo New Language Speed IF, allow you to jump everything within reach. And, just to be clear, to fuck all of those things. If you were offended just now, let me suggest that you don’t fire up this Choose-Your-Own-Adventure-style garden of fucking paths. Otherwise, this offering, written in the slick Undum system, may please you. Not like that. I mean it may amuse you.
March 28, 2011
I gave a talk about Curveship in the “IF Suite” (actually an ordinary hotel room with a few upturned beds, not a suite) at PAX-East 2011 earlier this month. It was great to present to fellow IF author/programmers from around the world at this event, which was effectively the second annual Festival of Interactive Fiction. The IF Summit was organized by Andrew Plotkin, a.k.a. Zarf, once again this year. Thanks to Jason McIntosh, there’s pretty good-quality video (very good, considering the ramshackle setup) of the first 22.5 minutes of my talk:
October 13, 2009
Delightfully, the current issue of AI Magazine (Volume 30, number 3, Fall 2009) is on computational creativity. The number offers articles on the field overall; the history of workshops on the topic; computer models of creativity; and creative systems to generate music, stories and their tellings, moves of chess, and humor. The last article is computer-generated in high Hofstadter style.
Pablo Gervás’s contribution, “Computational Approaches to Storytelling and Creativity,” provides a clear introduction to the concept of creativity and the history of the term, analyzes the relevant features that storytelling systems can work upon, gives an outline of work in computational creativity so far, and continues with a capsule summary of several important storytelling systems. The last one of these is my system nn, which I renamed “Curveship” as I started focusing on a public release of the software.
August 11, 2009
This is the fourth in a series of posts about my interactive fiction system, Curveship.
I was recently asked to elaborate on the difference between nn (the research system I developed during my dissertation work at the University of Pennsylvania) and Curveship.
The most important difference is that nn is a research system that I used for making some advances related to computer science, computational linguistics, and narratology. The system was developed to prove certain points; it was used only by yours truly to implement narrative and text generation ideas and to run demos.
August 7, 2009
This is the third in a series of posts about my interactive fiction system, Curveship.
Before I start descending into detail, I’ll explain why I think Curveship is a big deal.
Curveship does the usual work of an interactive fiction system when it comes to simulating a world: There are discrete rooms that make up the fiction’s locations, actors can inhabit and wander around these rooms, and things can sit in them, be taken and carried off or otherwise moved around. Items can change state, so that a lamp, for instance, can be turned on and off. Items can go into or onto other items, if they allow it. None of this is surprising; plenty of interactive fiction development systems already do all of it very well.
August 4, 2009
This is the second in a series of posts about my interactive fiction system, Curveship. In writing about Curveship in any detail, I’ll have to use terms such as action, event, and order, which sound ordinary but are used in a special way in the system. Furthermore, I’ll have to use terms such as focalization and narratee, which do not sound ordinary, but have a meaning within narratology (a.k.a. narrative theory) and are important to the way Curveship works. I’m going to define a few of these terms – some I’ll save for later. Rather than sort them alphabetically, I’ll group them by how they figure in the system.
July 28, 2009
This is the first of a planned series of posts about my interactive fiction system, Curveship. Curveship is an interactive fiction development system that provides a model of a physical world, and its workings, as do existing state-of-the-art IF systems (such as Inform 6, Inform 7, TADS 2, and TADS 3). It will not have as many libraries, and will have no multimedia features, when it is released, but it will provide another significant capability: it will allow IF authors to write programs that manipulate the telling of the story (the way actions are represented and items are described) as easily as the state of the IF world can now be changed. While existing IF systems allow for the simulation of a character who can move around and change the state of the world, Curveship provides for control over the narrator, who can tell as if present at the events or as if looking back on them, who can tell events out of order, creating flashbacks or narrating what happens by category, and who can focalize any character, not just a fixed PC or a hard-coded series of them, to tell the story from the perspective of that character’s knowledge and perceptions.
June 4, 2009
The Workshop on Computational Approaches to Linguistic Creativity has just concluded. I posted about the morning; here are my notes on the afternoon talks.
The first item for the afternoon was my invited talk, “Curveship: An Interactive Fiction System for Interactive Narrating” I worked a while to provide the paper to accompany my talk, trying to introduce IF, explain the basics of narrative variation, and get into at least some of the technical details of my system, including the string-with-slots representation, which I’ve been working on a great deal recently. I also tried to include handy references and pointers. Incidentally, I’ve been meaning to post more about Curveship, and I’d love to hear any questions you have about it at this point, even before I’ve properly introduced the system on this blog.