[HN Gopher] TropeTwist: Trope-Based Narrative Structure Generation
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       TropeTwist: Trope-Based Narrative Structure Generation
        
       Author : paddw
       Score  : 48 points
       Date   : 2023-06-15 13:51 UTC (9 hours ago)
        
 (HTM) web link (arxiv.org)
 (TXT) w3m dump (arxiv.org)
        
       | dekhn wrote:
       | Theory: all modern scripts are in fact simply weighted sums of
       | various trope basis functions.
       | 
       | My least favorite is "we have to save the team member, risking
       | our ability to save the planet".
        
         | keville wrote:
         | It's not even "all modern scripts", it's just "all scripts":
         | 
         | https://en.wikipedia.org/wiki/The_Seven_Basic_Plots
        
         | [deleted]
        
         | flanbiscuit wrote:
         | One trope I often notice in some big-budget films is when the
         | government (or some entity) needs a scientist/specialist's help
         | to save the planet and they introduce this person by walking
         | into the middle of a lecture they are giving. Sometimes that
         | person is seen as a 'quack' at this lecture, sometimes people
         | are actually listening. Gov't approaches said person after
         | lecture ... cut to person walking into secret base type thing
         | 
         | Perfect example: Stargate 1994 - when we meet James Spader -
         | https://www.youtube.com/watch?v=mq1RPu2aaU4
         | 
         | I know there are more examples of this, I notice it all the
         | time.
         | 
         | edit:
         | 
         | So James Spader's character is an example of "The Worm Guy",
         | but I wonder if there's a name for the scene itself, something
         | like "fetch the scientist at a lecture"
         | 
         | https://tvtropes.org/pmwiki/pmwiki.php/Main/TheWormGuy
        
           | dekhn wrote:
           | Basically a weighted sum of
           | https://tvtropes.org/pmwiki/pmwiki.php/Main/TheProfessor
           | https://tvtropes.org/pmwiki/pmwiki.php/Main/TeenGenius
           | https://tvtropes.org/pmwiki/pmwiki.php/Main/MadScientist
           | 
           | See also: https://tvtropes.org/pmwiki/pmwiki.php/Main/Lecture
           | AsExposit...
        
             | flanbiscuit wrote:
             | Ah yes "Lecture as Exposition" is probably what I'm looking
             | for.
             | 
             | That, and this one:
             | https://tvtropes.org/pmwiki/pmwiki.php/Main/TheWormGuy
        
               | dekhn wrote:
               | Amusingly, the trope is both validated, and somewhat
               | modified in the original Indiana Jones movie;
               | https://www.youtube.com/watch?v=CR7Kh77aNnU and the next
               | scene, https://www.youtube.com/watch?v=FT3m4LXq3b4
               | 
               | (and of course, that film established many modern tropes,
               | such as https://tvtropes.org/pmwiki/pmwiki.php/Main/Secre
               | tGovernment... top men. top.... men.
        
           | jareklupinski wrote:
           | 1981 - Raiders of the Lost Ark
           | 
           | https://www.youtube.com/watch?v=CR7Kh77aNnU
           | 
           | because who doesn't want to be Harrison Ford
        
       | altairprime wrote:
       | I'm very surprised that this paper _wasn't_ released by Netflix.
       | It feels like the sort of thing a media company would publish, in
       | the same vein as e.g. Disney /Pixar's hair and water papers.
        
         | lvncelot wrote:
         | I have the feeling that Pixar's Hair/Water/Snow VFX techniques
         | are even more impressive once you've glanced behind the curtain
         | and understood how they work, and that Netflix's narrative
         | techniques are very much less so.
        
       | saintkaye wrote:
       | Someone explain this please
        
         | KineticLensman wrote:
         | ...Games contain tropes (story elements)
         | 
         | ...Recognising tropes in a given game can be challenging
         | 
         | ...Using them to generate game narratives can be challenging
         | 
         | ...Tropetwist can generically describe the story structure of a
         | game
         | 
         | ...It can create a graph of a game's story and then variations
         | of the story
         | 
         | ...These variations can then be measured in terms of their
         | coherence and interestingness, which in turn affect their
         | playability
         | 
         | Or something like that
        
         | ramses0 wrote:
         | Read through the Super-Mario analysis, but refer to the all-
         | caps table down below as you're reading. (HERO, NEO, BAD,
         | DRAKE)
         | 
         | They're basically analyzing "tropes" (common storytelling
         | patterns), and doing something similar to advanced procedural
         | dungeon/level generation:
         | https://www.boristhebrave.com/2021/04/10/dungeon-generation-...
         | 
         | ...at least this appears to be a first cut at defining a
         | vocabulary for the storytelling aspect of the problem.
         | 
         | They refer also to other "Key + Door == Progress" aspects of
         | procedural content generation (ie: make a zone, place a
         | [locked] door to another zone, place a key within the original
         | zone and then recurse).
         | 
         | All told, a very interesting area to explore.
        
         | skulk wrote:
         | These diagrams from the PDF are cool. They show some Legend of
         | Zelda games and model the structure of their narratives.
         | 
         | https://imgur.com/a/zVNaYam
        
         | ttctciyf wrote:
         | They have created a system for representing "narrative
         | structures" as a set of connected nodes. The nodes are story
         | elements ("tropes") like Hero, MacGuffin, etc., which they have
         | taken from https://tvtropes.org. The connections represent the
         | relationships between the elements, so that their diagram 1b
         | represents:
         | 
         | > The HERO's goal is to get the "Pendant of Courage" (MCG).
         | However, the MCG derives from ENEMY and BAD, so the HERO must
         | overcome them to achieve his goal.
         | 
         | This is the "narrative structure" (they say) of the Eastern
         | Palace in Legend of Zelda: Link to the Past. The CAPS words are
         | tropes that you can look up in the paper.
         | 
         | Having established this graph representation of narrative
         | structure, they create a set of rules for deriving other
         | graphs, and so other possible narrative structures, from it (a
         | "production grammar" for graphs, if you know the term).
         | 
         | They then use an algorithm called MAP-Elites[1] to evaluate the
         | variations for fitness in various aspects such as
         | "interestingness" and "coherence", with the aim of creating a
         | system which can generate narrative structure corresponding to
         | satisfying stories.
         | 
         | The structures thus produced don't unambiguously define one
         | linear sequential narrative (because there is no direct
         | temporal sequence given, only the temporal order implied by the
         | node-to-node relationships which are causal in nature.) "The
         | system is ambiguous by design" they say, and later: "the
         | generated graphs could equally describe different stories".
         | 
         | They leave the subsequent "interpretation" or realization of
         | the structure graphs as concrete stories to other systems (to
         | be developed) or to human interpreters.
         | 
         | 1: https://arxiv.org/abs/1504.04909
        
       | Sil_E_Goose wrote:
       | This paper immediately brings to mind Kurt Vonnegut on the the
       | "shapes of stories": https://www.youtube.com/watch?v=oP3c1h8v2ZQ
        
       | [deleted]
        
       | dporter wrote:
       | Community seasons 1-3 were effectively "trope driven
       | development."
        
         | babyshake wrote:
         | Rick and Morty, also from Dan Harmon, frequently comments on
         | the tropes it is utilizing.
        
           | jhbadger wrote:
           | That's a clever way of having your cake and eating it too --
           | use tired old tropes but have the characters comment that
           | they _know_ they 're tired old tropes.
        
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       (page generated 2023-06-15 23:02 UTC)