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Transcript of be reporters and storytellersccg.doc.gold.ac.uk/research/whim/outreach/Gizmag22015.pdf · Image...
By Richard Moss
— COMPUTERS FEATURE
Creative AI: Teaching computers tobe reporters and storytellers
By writing sets of rules and instructions of varying complexity, artificial
intelligence experts can help computers learn to write stories both real and
fictional ... with big implications for the future (Photo: Shutterstock)
Image Gallery (5 images)
We humans are obsessed with storytelling. We tell stories to people we meet and
people we love. We can't get enough of the stories that drive movies, video
games, television, and books. We communicate with stories, and now we're
training our computers to do the same. By writing sets of rules and instructions of
varying complexity, artificial intelligence experts can enable computers to write
stories both real and fictional. Some of these algorithms, as you'll see shortly,
produce articles or reports with the sort of flair you'd think only a human could
provide, which has fascinating implications for the future of publishing.
"Our CEO likes to say that the old model is to write one story and hope that a
million people read it and our model is that we can write a million stories and we
know that almost everybody will read it because each of those stories can be
targeted for an audience as small as one," says Automated Insights media and
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Automated Insights produces stories from data, using algorithms. The more data
that its Wordsmith platform can work from, the better. Wordsmith writes
corporate earnings reports for the likes of Associated Press (AP), which has seen
its quarterly output of such articles increase tenfold – from 300 to 3,000 – since
adopting the automatic prose generator.
It also churns out complete drafts of marketing reports according to provided
style and formatting guidelines. And it writes personalized, snark-laden reports
for Yahoo fantasy football teams, every week for every team, based on data from
players' specific teams and leagues. You can watch a video below that shows
what Wordsmith does.
We Are Automated Insights
Wordsmith's work can read like it was written by a robot, but it's largely a matter
of style. Its AP news articles are dry and efficient in exactly the same way as
human-authored AP stories, while its fantasy football automated draft reports and
match recaps smack of the snark-laden personality you'd expect from an
overworked sports journalist – even including jokes and slang.
Rival service Narrative Science is finding similar success as it branches out from
the automated news reporting that put its Quill software in the limelight and
increasingly shifts focus to enterprise clients on Wall Street and in the US
intelligence community.
These robot writers aren't going to put anyone out of a job. Quite the contrary,
their overlords argue. They can do the grunt work, the stuff that nobody likes to
do but is necessary for the job, like writing cookie-cutter earnings reports or
summarizing the week's happenings in sport. Their strength is that they take
mountains of raw structured data, which humans find difficult to parse and
understand, and translate it all into clear, flowing sentences and paragraphs that
get across the core ideas or statistical highlights in a simple story. Writing follows
rules that can be broken down and taught to a computer, and matters of style are
often as simple as tweaking a few variables.
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They can even write the formulaic data-driven elements of deeper stories, ready
for a journalist or marketer to come in and add quotes, further analysis, relevant
history, and anything else that needs a human touch. In that sense, Kotecki
points out, "Wordsmith is like a junior reporter or reporting assistant."
From reports to full-length books
Replicating the work of short-form writers is one thing, but what of books? Well, it
depends on what you're looking for. Nimble Books CEO and publishing
entrepreneur Fred Zimmerman made headlines in 2012 for his algorithms that
produce complete books on a given topic from simple queries. His PageKicker
service has been largely silent since that initial burst of attention, but this year
Zimmerman plans to return from the shadows with an improved version of the
same idea.
PageKicker's algorithms start with simple strategies like "find all content whose
title includes the keyword," Zimmerman tells Gizmag. They scour online sources
such as Wikipedia together with publisher-submitted documents and combine
and arrange the results in alphabetical order. Soon they will arrange documents
more organically with clustering methods that help move the system a little closer
to author rather than curator.
These are example pages from a PageKicker-generated ebook called Thirty
Years War
The software will continue to evolve and become more robust. Zimmerman noted
in a Skyrim, for example, will send you to a random part of the map to kill a
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random animal and bring back to a random non-playable character," explains
Riedl. "That's a story. It's not a very compelling story…[but] we can generate those
things all day long."
Video games are effectively micro worlds, which makes it easy to define
complete possibility spaces and to know everything about everything within
these spaces. That, in turn, opens the door to algorithmically-generated stories.
AI systems excel when they have robust definitions of everything. But the real
world is huge, messy, and dynamic ... always in flux, never understandable.
"We'll just never have a complete chunk of knowledge about how the real world
works, and that's when our computer systems tend to fail," explains Riedl.
Researchers are making progress on real or open-world storytelling, with another
notable effort being the What-if Machine (WHIM) research project in Europe,
which is teaching computers to understand humor and metaphor as well as to
generate its own narrative ideas. But what these systems can produce remains a
far cry short of human storytellers. Riedl readily admits that the stories his
systems generate are unimpressive in human terms, with little or no deeper
meaning and plots that only outdo the most generic of Hollywood action flicks.
A summary of the What-if Machine's main goals and hypotheses (Image: The
What-if Machine Project)
Composer and algorithmic music researcher David Cope, a semi-retired
professor from the University of California Santa Cruz and one of our
interviewees for the creative AI in music feature, has also spent years trying to
crack the AI writing nut, with limited success.
The problem, Cope believes, is that stories are meant to communicate ideas,
whereas art and music composition are more abstract. "When you compose a
piece of music, you don't expect the person listening to it to get the exact same
feeling you had when you wrote it, because it's abstract" Cope argues. "It's a
bunch of black lines and circles that's being interpreted by people playing
instruments for which the sounds that they make have no precise meaning."
Writing, on the other hand, communicates meaning, and that meaning is often
hidden within the text – read "between the lines" of words and sentences that
say one thing but mean another.
"Computers fundamentally don't understand what they're doing, no matter how
beautiful the outcome may be in terms of its artistic or creative potential," says
Cope. "They are running through a set of instructions to achieve a planned goal
of some sort, so there's no understanding there."
A computer would struggle to come up with something like The Adventures of
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Huckleberry Finn, in other words, because it doesn't know how to marry plot with
meaning (and it struggles to even achieve a decent plot).
The best Cope has managed is to produce three paragraph snippets that read
like they've just been pulled out of a larger story. Beyond that, he says, even a
decent short story generator that goes beyond assembling prefabricated
elements is far beyond what anyone has been able to produce yet.
"Basically, [with AI] you can tell really long stories about really well-known worlds
– like game worlds – or you can tell short stories about really messy real-life
worlds," explains Riedl. "It's telling long interesting stories about messy open
worlds that is the thing we just don't know how to do yet."
Computers can now package stories that exist in data form, of which there is
increasingly an embarrassment of riches, or generate simple plots from
artificially-small worlds of possibility with little difficulty, but they are at a loss to
provide critiques or full-formed narrative inventions of their own.
Getting to that point will take a number of steps. The next part of the challenge
looks likely to be teaching computers aesthetic evaluation, which we'll be digging
into as part of the final entry in this series. But first we have a couple of detours to
make. Next week we turn our gaze on algorithmic art.
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About the Author
Richard is a freelance writer and journalist based in Melbourne,
Australia. He’s contributed to Ars Technica, Edge Magazine,
Polygon, and many other publications. When not writing or trying to
read the entire internet, you’ll likely find him dancing, playing
games, dabbling in creative stuff, or learning about whatever catches his eye.
All articles by Richard Moss
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