Show simple item record

dc.contributor.advisorPatrick Winston.en_US
dc.contributor.authorLow, Harold William Capen, IVen_US
dc.contributor.otherMassachusetts Institute of Technology. Dept. of Electrical Engineering and Computer Science.en_US
dc.date.accessioned2011-10-17T21:26:16Z
dc.date.available2011-10-17T21:26:16Z
dc.date.copyright2011en_US
dc.date.issued2011en_US
dc.identifier.urihttp://hdl.handle.net/1721.1/66440
dc.descriptionThesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2011.en_US
dc.descriptionCataloged from PDF version of thesis.en_US
dc.descriptionIncludes bibliographical references (p. 72).en_US
dc.description.abstractWhether through anecdotes, folklore, or formal history, humans learn the lessons and expectations of life from stories. If we are to build intelligent programs that learn as humans do, such programs must understand stories as well. Casting narrative text in an information-rich representation affords Al research platforms, such as the Genesis system, the capacity to understand the events of stories individually. To understand a story, however, a program must understand not just events, but also how events cause and motivate one another. In order to understand the relationships between these events, stories must be saturated with implicit details, connecting given events into coherent plot arcs. In my research, my first step was to analyze a range of story summaries in detail. Using nearly 50 rules, applicable to brief summaries of stories taken from international politics, group dynamics, and basic human emotion, I demonstrate how a rendition of Frank Herbert's Dune can be automatically understood so as to produce an interconnected story network of over one hundred events. My second step was to explore the nuances of rule construction, finding which rules are needed to create story networks reflective of proper implicit understanding and how we, as architects, must shape those rules to be understood. In particular, I develop a method that constructs new rules using the rules already embedded in stories, a representation of higher-order thinking that enables us to speak of our ideas as objects.en_US
dc.description.statementofresponsibilityby Harold William Capen Low, IV.en_US
dc.format.extent72 p.en_US
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsM.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582en_US
dc.subjectElectrical Engineering and Computer Science.en_US
dc.titleStory understanding in Genesis : exploring automatic plot construction through commonsense reasoningen_US
dc.typeThesisen_US
dc.description.degreeM.Eng.en_US
dc.contributor.departmentMassachusetts Institute of Technology. Department of Electrical Engineering and Computer Science
dc.identifier.oclc755631697en_US


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record