Advances in Cognitive Systems 1 (2012) 1–18 Submitted 9/2012; published 12/2012
© 2012 Cognitive Systems Foundation. All rights reserved.
Crowdsourcing Narrative Intelligence
Boyang Li BOYANGLI@GATECH.EDU
Stephen Lee-Urban LEE-URBAN@GATECH.EDU
Darren Scott Appling DARREN.SCOTT.APPLING@GATECH.EDU
Mark O. Riedl RIEDL@GATECH.EDU
School of Interactive Computing, Georgia Institute of Technology, Atlanta, GA 30332 USA
Abstract
Narrative intelligence is an important part of human cognition, especially in sensemaking and
communicating with people. Humans draw on a lifetime of relevant experiences to explain stories,
to tell stories, and to help choose the most appropriate actions in real-life settings. Manual
authoring the required knowledge presents a significant bottleneck in the creation of systems
demonstrating narrative intelligence. In this paper, we describe a novel technique for automatically
learning script-like narrative knowledge from crowdsourcing. By leveraging human workers’
collective understanding of social and procedural constructs, we can learn a potentially unlimited
range of scripts regarding how real-world situations unfold. We present quantitative evaluations of
the learned primitive events and the temporal ordering of events, which suggest we can identify
orderings between events with high accuracy.
1. Introduction
From ancient Greek plays to modern motion pictures, from bedtime stories to Nobel-prize-
winning novels, storytelling in various forms plays a pervasive role in human culture. Cognitive
and psychological research suggests that the prevalence of storytelling may be explained by the
use of narrative as a cognitive tool for situated understanding (Bruner, 1991; Gerrig, 1993;
Graesser, Singer, & Trabasso, 1994), as a cornerstone of one’s identity (Singer, 2004), and as a
means of supporting early development of language (Johnston, 2008).
We consider narrative intelligence as an entity’s ability to organize and explain experiences
in narrative terms (Mateas & Sengers, 1999), to comprehend and make inferences about
narratives we are told (Graesser, Singer, & Trabasso, 1994), and to produce affective responses
such as empathy to narratives (Mar et al., 2011). Narrative intelligence is central to the cognitive
processes employed across a range of experiences from entertainment to learning. It follows that
computational systems possessing narrative intelligence may be able to interact with human users
naturally because they understand collaborative contexts as emerging narrative and are able to
express themselves by telling stories.
In this paper we consider the problem of creating, telling, and understanding stories that
involve common procedural and social situations. Most stories are about people; these narrative
intelligence tasks require the ability to recognize and act according to social and cultural norms.
Furthermore, for virtual agents and robots to co-exist and cooperate with humans the ability to
explain others’ behaviors and to carry out common tasks involving social contexts is important.
B. LI, S. LEE-URBAN, D. S. APPLING, AND M. O. RIEDL
2
For example, during a trip to a restaurant, an agent should know that drinks are typically ordered
before the food. Likewise, when accompanying a human to the movie theatre, one should know to
purchase popcorn before finding one’s seats. To omit these elements or to use them at the wrong
time invites failures in believability, breakdowns in communication, or increased overhead of
coordination.
Akin to Fodor’s (1983) notion of central cognitive processes,
narrative intelligence is highly
knowledge intensive. Narrative intelligence tasks such as story understanding and story
generation require the ability to recognize and act according to technical procedures as well as
social and cultural norms. Humans draw on a lifetime of relevant experiences from which to
explain or tell stories, and to help choose the most appropriate actions in real-life setting.
However, attempts to instill computational systems with narrative intelligence have been limited
by the high cost of manual coding of extensive knowledge. For example, a simple model of
restaurant behavior uses 87 rules (Mueller, 2007). A simulation game about attending a prom
dance (McCoy et al., 2010) requires over 5,000 rules to capture the associated social dynamics.
Therefore, most narrative understanding / generation systems to date are restricted to operate
within limited micro-worlds for which knowledge are provided. The ability to automatically
acquire knowledge may ease this bottleneck.
We propose a novel technique to learn the knowledge needed for narrative intelligence from
the stories humans tell, which encode human experiences. We obtained these stories via
crowdsourcing techniques. Crowdsourcing is the outsourcing of complicated tasks—typically
tasks that AI cannot perform—to a large number of anonymous workers via Web services (Quinn
& Bederson, 2011). A common model of crowdsourcing is to break the complex problem into
many simple sub-problems that can be completed by untrained humans quickly. In our case, the
knowledge-authoring task is broken into writing many simple stories about a given situation, such
as visiting a restaurant or going on a date at a movie theatre. Workers write stories in simplified
natural language that include typical events for that situation. Our algorithm aggregates the stories
and learns a model of the given situation. Crowdsourcing provides a means for rapidly acquiring
a highly specialized corpus of examples. An intelligent system uses this specialized corpus to
build a general model of the situation that can be used for narrative intelligence tasks such as
story understanding, story generation, or acting in the real world. In contrast, learning from less
specialized corpora, such as the Penn Treebank or Wikipedia, face the challenges that (a)
information about the topics of interest do not always exist and (b) satisfactory natural language
processing that can yield knowledge robust enough for real-world application is still an open
problem.
We employ scripts (Schank & Abelson, 1977) as our knowledge representation. Script is a
form of procedural knowledge that describes how common situations are expected to unfold,
which can capture technical knowledge as well as social and cultural norms. Scripts are
specialized forms of schemas or frames and have been found to be practical means for encoding
expectations of events that occur during frequently experienced situations. Although scripts are
convenient descriptions of patterns of neural activations associated with procedural behaviors
(Abelson, 1981), they have been found to be useful for describing human expertise (Glaser,
1984). Much research into computational narrative understanding and narrative generation has
used of manually coded script-like knowledge, such as cases or plan libraries.
The contribution of this work is threefold: (1) a framework for rapidly acquiring a specialized
corpus of narrative examples in simple language about specific procedural or sociocultural
situations, (2) an algorithm for turning acquired chronological sequences of events into a
CROWDSOURCING NARRATIVE INTELLIGENCE
3
computable model, and (3) the demonstration of crowdsourcing as an effective means for
controlling the complexity of natural language, so that an intelligent system can increase its
information gain from the specialized corpus. Learning good models from small corpora, our
algorithm acquires knowledge needed for narrative intelligence in an accurate, economical, and
just-in-time manner. A quantitative evaluation shows the quality of the models learned on two
situations. By leveraging the crowd and its collective understanding of social constructs, we can
learn a potentially unlimited range of scripts regarding how humans generally believe real-world
situations unfold. We seek intelligent computational systems that can apply script-like knowledge
to perform narrative intelligence tasks such as understanding stories, creating new stories, and
coordinating activities with humans.
2. Related Work
Story understanding systems demonstrate their capabilities by automatically processing a
narrative text and then answering questions that a human could answer after reading the text
(Schank & Riesbeck, 1981). Story understanding tasks include identifying atypical event
sequences, inferring character goals, inferring missing events, summarization, etc. Early story
understanding systems processed narrative texts by comparing them to hand-coded knowledge
structures that encoded common occurrences such as scripts, frames, or schemas (cf., Schank &
Riesbeck, 1981; Mueller, 2007). Automated story generation systems, on the other hand, search
for a novel sequence of events that meet a given communicative objective, such as to entertain or
convey a message or moral. The most common approaches to story generation are planning and
case-based reasoning, as described by Gervas (2009) in an overview. We note that the task of
generating stories is also knowledge-intensive and many techniques treat the problem as the
assembly or adaptation of chunks of schematic knowledge.
Narrative intelligence is closely associated with commonsense reasoning. Recent work on
commonsense reasoning has sought to acquire propositional knowledge from a variety of sources.
LifeNet (Singh & Williams, 2003) is a commonsense knowledge base about everyday
experiences constructed from 600,000 propositions asserted by the general public. However,
according to Singh and Williams (2003), this technique tends to yield spotty coverage.
Crowdsourcing techniques promise to address some of the sparseness issues of building
commonsense knowledge bases (Kuo, Hsu, & Shih, 2012). Most commonsense reasoning
systems, however, do not attempt to create script-like knowledge representations.
There has been interest in learning script-like knowledge from large-scale corpora such as
news corpora and other online sources of textual information (Chambers & Jurafsky, 2008; Girju,
2003; Kasch & Oates, 2010). Unlike other natural language processing techniques that learn
correlations between sentences, these systems attempt to find relationships between many events.
In particular, Chambers and Jurafsky (2008) attempt to identify related sentences and learn their
partial ordering.
Gordon et al. (2011) describe an approach to mining causal relations from millions of
personal webblog stories, under the expectation that this corpus would contain, by virtue of scale,
causality information for everyday situations. They note the challenges associated with extracting
causal, commonsense information from such a corpus and also note that increasing the size of the
corpus from one million to ten million produced statistically insignificant improvements.
Gordon et al. further suggest that causal information in stories from these sources is best left
B. LI, S. LEE-URBAN, D. S. APPLING, AND M. O. RIEDL
4
implicit, and that the ability to select between causal relations does not constitute a full solution to
open-domain commonsense causal reasoning.
While large-scale corpus-based script learning can be very powerful, the results from the
above researchers suggest that it suffers from four notable limitations. First, the topic of the script
to be learned must be represented in the corpus. For example, one would not expect to learn the
script for how to go on a date to a movie theatre from a news article corpus. Unfortunately, many
existing corpora are written for human readers and lack the level of detail required by computer
algorithms. Second, given a topic, a system must determine which events are relevant to the script
when there may be many interleaved situations and topics. Third, corpora written for human
consumption may omit canonical events under the assumption that humans are familiar with the
situation. This may create a problem when one wishes to computationally learn a sociocultural
norm as a script. Compared to a general-purpose corpus, crowdsourcing is beneficial in creating a
highly specialized corpus that contains the exact information to be learned with reduced noise.
Finally, and compounding the first three problems, extracting information from unconstrained
natural language remains a challenging problem.
Our work shares similarities with other crowdsourcing techniques. Jung et al. (2010) extract
procedural knowledge from eHow.com and wikiHow.com, which provide crowdsourced how-to
instructions for a wide range of topics. However, these resources are written for human readers
and still have poor coverage of the most common situations and use complex language that is
difficult for current technologies.
In The Restaurant Game, Orkin and Roy (2009) use traces of people in a virtual restaurant to
learn a probabilistic model of restaurant activity. Because The Restaurant Game is an existing
virtual game, Orkin and Roy have an a priori known set of actions that can occur in restaurants
(e.g., sit down, order, etc.). SayAnything (Swanson & Gordon, 2008) is a system that co-creates
stories with human assistance by mining events from Weblogs and thus does not require a fixed
domain model. Human players provide every other sentence, which helps to retain story
coherence, whereas we believe our generalization from stories to scripts provides the necessary
context to preserve coherence.
3. Crowdsourcing Narrative Examples
Whereas humans have a lifetime of experiences from which to construct correct and functional
models, our system must rapidly acquire experiences and learn from them. Crowdsourcing
provides a means for accessing humans’ distributed memories of relevant real-world experiences.
We hire anonymous workers on the crowdsourcing platform of Amazon Mechanical Turk
(AMT). Given the name of a situation, e.g., going to a restaurant, going on a date to a movie
theatre, or attending a wedding, our system uses a three-stage process to construct a general
model of the situation, which is represented as a branching script.
1. We ask crowd workers to provide linear, natural language narratives of the given situation.
This set of linear narratives may be considered as a way to rapidly experience relevant
situations. For lay workers, providing step-by-step narratives is a more intuitive means to
convey information than manipulating complex graphical structures.
2. We identify the events—primitive activities that comprise the script. We do not assume the
existence of a set of known actions or events. Instead, we identify sentences in the
CROWDSOURCING NARRATIVE INTELLIGENCE
5
crowdsourced narratives that describe the same activities, which are extracted as primitive
events in the situation.
3. We construct the script, which establishes a partial order between the events. The second and
third steps together comprise a form of learning by demonstration, where the primitive
actions are a priori unknown.
The crowdsourcing paradigm usually involves breaking a complex task into simple subtasks. In
this case, we simplify knowledge authoring into writing short narratives about a given situation.
Knowledge is then learned from aggregating these narratives. This is in contrast to, for example,
letting workers write production rules or manipulate complex graphical models. We do this for
two reasons. First, simplifying the task maximizes the number of potential participants and lowers
the cost of hiring. We believe telling stories is a natural mode of communication that most people
are capable of. Second, in order to learn about special or rare situations such as submarine
accidents, it may be necessary to collect stories from experts. Telling stories is found to be an
effective means for human experts to share tacit knowledge (Hedlund, Antonakis, & Sternberg
2002), which is procedural knowledge that is hard to articulate even for experts. Thus, we believe
this form of data collection appeals to both ordinary workers and domain experts.
Our approach starts with publishing a number of tasks on Amazon Mechanical Turk, each of
which requests a crowd worker to write a short narrative about a particular situation. After some
time, a small, highly specialized corpus, containing examples of how the situation can unfold, is
collected. The crowdsourced corpus facilitates subsequent learning for two reasons: One, the
corpus contains highly specialized information about a specific situation. Two, we can guide the
crowd workers in how best to communicate their knowledge. To reduce our reliance on immature
natural language technologies, we ask crowd workers to:
Use proper names for all the characters in the task. This allows us to avoid co-reference
resolution altogether. We provide a cast of characters for common roles, e.g., for the task of
going to a fast-food restaurant, we provide named characters in the role of the restaurant
patron, the cashier, etc. Currently, these roles must be hand-specified, although we envision
future work where the roles are extracted from commonsense knowledge bases.
Segment the narrative into events such that each sentence contains a single activity.
Use simple natural language such as using one verb per sentence, avoiding conditionals,
complex, and compound sentences.
We refer to each segmented activity as a step. Figure 1 shows two narratives about the same
situation.
Once a corpus of narrative examples for a specific situation is collected from the crowd, we
begin the task of learning a script. Our computational script representation differs from prior
work on script-based systems. We represent a script as a set of before relations, B(e
1
, e
2
) for all
events e
1
and e
2
signifying when e
1
must strictly occur before e
2
. These relations coincide with
causal and temporal precedence information, which are important for narrative comprehension
(Trabasso & Sperry, 1985; Graesser, Singer, & Trabasso, 1994). A set of before relations allows
for partial ordering, which can allow for variations in legal event sequences for the situation.
Figure 2 shows a visualization of a script as a set of before relations between events. Note the
support for variations and alternatives. When events in a script belong to different variations of
B.
L
I
,
S.
L
EE
-U
RBAN
,
D.
S.
A
PPLING
,
AND
M.
O.
R
IEDL
6
the same situation, underlying statistical data determines when events should never co-occur in
the same narrative. The tasks of learning the main events that occur in the situation and learning
the ordering of events are described in the following sections.
4. Event Learning
Event learning is a process of determining the primitive units of action to be included in the
script. By working from natural language descriptions of situations, we learn the salient concepts
used by a society to represent and reason about common situations. We must overcome several
challenges: (a) the same step may be described in different ways; (b) some steps may be omitted
by some workers; (c) a task may be performed in different ways and therefore narratives may
have different steps, or the same steps but in a different order. Our approach is to automatically
cluster steps from the narratives based on semantic similarity such that clusters come to represent
the consensus set of events that should be part of the script. There are many possible ways to
cluster sentences based on semantic similarity; below we present the technique that leverages the
simple language encouraged by our crowdsourcing technique.
4.1 Sentence Similarity
Following Lintean and Rus (2010), we compute the similarity between two sentences as the
similarity between their grammatical structures. We use the Stanford parser (Klein & Manning,
2003) to extract the grammatical structure of a sentence as a directed graph (by collapsing and
propagating relations in the basic tree structure). Each edge on the graph describes a grammatical
relation involving two words. One word is designated as the governor of the relation and the other
word is the dependent. Each relation also has a type. When two grammatical relations are of
different types, their similarity is zero. When the two relations belong to the same type, the
similarity is the average of the word similarity between the governors and the word similarity
between the dependents. The semantic similarity between two words is computed based on
WordNet (Miller, 1995). Empirically, we found the Resnik (1995) word similarity function to be
the most useful.
Story A Story B
a. John drives to the restaurant.
b. John stands in line.
c. John orders food.
d. John waits for his food.
e. John sits down.
f. John eats the food.
a. Mary looks at the menu.
b. Mary decides what to order.
c. Mary orders a burger.
d. Mary finds a seat.
e. Mary eats her burger.
Figure 1. Fragments of crowdsourced narratives. Figure 2. A criminal trial script, adapted
from Chambers and Jurafsky (2009).
CROWDSOURCING NARRATIVE INTELLIGENCE
7
After pairwise similarities between grammatical relations from two sentences are computed,
the maximum matching between the relations is found using the Hungarian algorithm. For the
pairs in the best matching, we directly sum their similarity as the similarity between two
sentences. More formally, sentence A and sentence B are described with a set of relations
=
,
,...,
and
=
,
,...,
. A matching ⊂
×
pairs one element in
with at most one element in . The maximum matching
maximizes
(
,
)
(
,
)
∈
, where
(,) is the similarity between two grammatically relations. The similarity between the two
sentences is thus
(
,
)
(
,
)
∈
.
Finally, we rely on event location—a step’s location as the percentage of the way through a
narrative—to disambiguate semantically similar steps that happen at different times, especially
when a situation is highly linear with little variation. For example, when going to a movie theatre,
one will “wait in line” to buy tickets and then may “wait in line” to buy popcorn. These two
activities may share many grammatical similarities, but will differ in their locations in the
narrative. The similarity between two sentences is a weighted sum of grammatical similarity and
location similarity.
4.2 Event Clustering
We identify events that frequently occur in a given situation by clustering similar steps in
collected narratives, using the similarity measure computed above. The resultant clusters are the
events that can occur in the given situation. We use OPTICS (Ankerst et al., 1999) as our
clustering algorithm due to its robustness under noisy input and capability to detect clusters of
different shapes and density. Noise arises from human performance and from computational
errors (i.e. imperfect similarity measures and imperfect grammatical parsing). The system
employs density-based clustering, which is based on the intuition that a cluster is formed when a
number of points are close to one another. Thus, OPTICS requires one parameter, the minimum
size of a cluster
, which is the minimum number of points needed for a cluster to be
recognized. We extract the leaf clusters from the hierarchical clustering structure produced by the
system.
4.3 Experiments and Results
To evaluate our event learning algorithm, we collected two sets of narratives for the following
situations: going to a fast food restaurant, and taking a date to a movie theater. While restaurant
activity is a fairly standard situation for story understanding, the movie date situation is meant to
be a more accurate test of the range of socio-cultural constructs that our system can learn. Our
experience suggests that on AMT, we can hire a worker to write a story for roughly $0.60.
Table 1 shows the attributes of each crowdsourced corpus.
For each situation, we manually created a gold standard set of clusters against which to
calculate precision and recall. Table 2 presents the results of event learning on our two
crowdsourced corpora, using the MUC6 cluster scoring scheme (Vilain et al., 1995) to match
actual cluster results against the gold standard. The purity of a cluster measures intra-cluster
homogeneity. Higher purity indicates higher cluster quality. For a single cluster
, it is defined as
maximum portion of sentences in
that actually belong to the same class:

=
1

max
∈
|
(
)
=
 ,
B. LI, S. LEE-URBAN, D. S. APPLING, AND M. O. RIEDL
8
where denotes the gold standard class label. The overall purity over all clusters is defined as a
weighted average:
 =
1


 ,
where is the total number of sentences.
Table 2 shows the quality of clusters in terms of precision, recall, F1 score, and purity. We
compare the results obtained by using only the semantic similarity between sentences and results
after the relative location of steps in crowdsourced narratives are also incorporated. It can be seen
that the location information improves the clustering accuracy.
The two data sets contain some significant differences, which led to difference in
performance. The movie date corpus has a significantly greater number of unique verbs and
nouns, longer narratives, and greater usage of colloquial language. Interestingly, the movie date
corpus contains a number of non-prototypical events about social interactions (e.g., John and
Sally hug) that rarely appear. We have configured OPTICS to conservatively identify clusters,
resulting in a large number of outliers. This has the effect of creating pure clusters at the expense
of recall. This is more pronounced in the movie data because of the greater variation in language
usage.
4.4 Improving Event Clustering with Crowdsourcing
While our event learning process achieves acceptably high accuracy rates, errors in event
clustering may impact overall script learning performance. To improve event-clustering accuracy,
we can adopt a technique to improve cluster quality using a second round of crowdsourcing,
similar to that proposed by Boujarwah, Abowd, and Arriaga (2012). Workers are tasked with
inspecting the members of a cluster and marking those that do not belong. Under sufficient
agreement, a particular step can be removed from its cluster. Next, workers are tasked to identify
which cluster these “un-clustered” steps should be placed into. Crowdsourcing is often used to
improve on artificial intelligence results and we hypothesize that we can increase clustering
accuracy to near perfect in this way. However, in the long term our goal is minimize the use of
Table 1. Characteristics of the crowdsourced data sets.
Situation Num.
stories
Mean
num.
steps
Unique
verbs
Unique
nouns
Fast food restaurant 30 7.6 55 44
Movie theatre date 68 11 105 99
Table 2. Precision, recall, F1, and purity scores for the restaurant and movie data sets.
Situation
Gold std.
num.
events
Semantic similarity Semantics + Location
Pre. Recall F1 Purity Pre. Recall F1 Purity
Fast food 21 0.879 0.649 0.746 0.831
0.880 0.688 0.772 0.836
Movie date 56 0.761 0.539 0.631 0.642
0.837 0.587 0.690 0.724
CROWDSOURCING NARRATIVE INTELLIGENCE
9
the crowd so as to speed up script acquisition and reduce costs. This stage of our framework is
currently under development.
5. Script Learning
Once we have the events that can occur during a given situation, the next stage is to learn the
script structure. We learn before relations (e.g., before(e
1
, e
2
)) between all pairs of events e
1
and
e
2
. See Figure 2 for an example visualization of a script as a graph. Chambers and Jurafsky train
their models on the Timebank corpus (Pustejovsky et al., 2003), which uses temporal signal
words. Because we are able to leverage a highly specialized corpus of narrative examples of the
desired situation, we can probabilistically determine before relations between events directly from
the crowdsourced narrative examples. This process produces a general model of expected event
ordering for the given situation. Our process for script learning involves two procedures:
1. Initial script construction—a procedure that infers absolute ordering between events from
observed orderings in crowdsourced narrative examples. Due to the inherent uncertainty and
errors exsiting in human-authored narratives and clustering of sentences, this procedure may
be sensitive to the selected parameters. It may overlook some relations or include wrong
relations.
2. Script improvement—a heuristic procedure that restores missing before relations by
analyzing the impact of each relation on the global script structure. To make the procedure
robust against parameter selection, we use a high threshold, which leads to missing relations,
together with this procedure to restore them. We optimize the script structure by minimizing
an error metric, which accounts for differences in the script structure and crowdsouced
narrative examples.
5.1 Initial Script Construction
Script construction is the process of identifying the script structure that most accurately explains
the set of crowdsourced narratives. For every pair of events e
1
and e
2
, we create two hypotheses
before(e
1
, e
2
) and before(e
2
, e
1
). We count the amount of evidence for and against each
hypothesis. Let s
1
be a step in the cluster that represents event e
1
, and let s
2
be a step in the cluster
that represents event e
2
. If s
1
and s
2
appear in the same input narrative, and if s
1
appears before s
2
in the narrative, then we consider this as an observation in support of before(e
1
, e
2
). If s
2
appears
before s
1
in the same narrative, this observation supports before(e
2
, e
1
).
A hypothesis before(e
1
, e
2
) is only accepted when we are sufficiently confident that the
probability of e
1
appearing before e
2
is higher than 50%. We perform a one-tailed hypothesis
testing based on the binomial distribution. The confidence of before(e
1
, e
2
) is thus defined as
 =

1
2
,
where is the number of observations supporting either before(e
1
, e
2
) or the opposite hypothesis
before(e
2
, e
1
), and is the observations that support before(e
1
, e
2
). We accept the hypothesis only
if the confidence exceeds a threshold
(0.5,1].
B. LI, S. LEE-URBAN, D. S. APPLING, AND M. O. RIEDL
10
Graphically, a node represents an event and a directed edge represents a before relation, as in
Figure 2. Our script representation requires the graph to be acyclic. We eliminate loops involving
only two events by setting
> 0.5, which makes it impossible to accept both before(e
1
, e
2
) and
before(e
2
, e
1
). We also forbid self-loops. However, the graph may contain loops that involve three
or more events. For a simple loop that does not share edges with other loops, we break the loop
by removing the lowest confidence edge in the loop. The general case of finding a minimum
feedback edge set is NP-hard and APX-hard (Kann, 1992), which we do not tackle in this paper.
When global threshold
is set to a sufficiently large value, complex loops will always be
eliminated.
and
apply to the entire graph and allow us to generate an initial estimate of the script
structure through simple observation counts. In practice, we find that the graph quality is sensitive
to the selection of parameters. Pre-selection of a set of parameters that always work for the entire
graph is often impossible as different parts of the graph may respond well to different parameters.
Thus, it is desirable for graph estimation to be robust against parameter selection, and to locally
relax the global thresholds for some relations. We achieve these goals by using a high threshold
for
and then restoring missing relations back into the script to minimize a measure of graph
error, as described below.
5.2 Script Improvement
In this section, we describe a technique to improve the graph estimation by locally adjusting
thresholds of before relation acceptance in order to better conform to the corpus data. Since a
script encodes event ordering, we introduce an error measure based on the expected number of
interstitial events between any pair of events. The error is the difference between two distance
measures, D
G
(e
1
, e
2
) and D
N
(e
1
, e
2
). D
G
(e
1
, e
2
) is the number of events on the shortest path from e
1
to e
2
on the graph (e
1
excluded); this is also the minimum number of events that must occur
between e
1
and e
2
in all legal totally ordered sequences consistent with the before relations of the
script. In contrast, D
N
(e
1
, e
2
) is the normative distance from e
1
to e
2
averaged over the entire set of
narratives. For each input narrative that includes sentence s
1
from the cluster representing e
1
and
sentence s
2
from the cluster representing e
2
, the distance (i.e. number of interstitial sentences plus
one) between s
1
and s
2
is d
N
(s
1
, s
2
). D
N
(e
1
, e
2
) is thus the average of d
N
(s
1
, s
2
) over all such input
narratives. Outlier sentences that do not belong to any events are not counted as interstitial
sentences. The mean squared graph error (MSGE) for the entire graph is defined as
 =
1
|
|

(
,
)
−
(
,
)
∈
∈
,
where P is the set of all ordered event pairs (e
1
, e
2
) such that e
2
is reachable from e
1
or that they
are unordered.
We utilize this error measure to improve the graph based on the belief that D
N
represents the
normative distance we expect between events in any narrative accepted by the script. That is,
typical event sequences in the space of narratives described by the script should have D
G
(e
1
, e
2
)
D
N
(e
1
, e
2
) for all events. A particularly large deviation from the norm may indicate that some
edges with low confidence could be included in the graph to make it closer to user inputs and
reduce the overall error.
We implement a greedy, iterative improvement procedure that reduces mean square graph
error in a script (Table 3). For each pair of events (e
1
, e
2
) such that e
2
is reachable from e
1
in the
CROWDSOURCING NARRATIVE INTELLIGENCE
11
graph of directed edges, we compute a set of potential predecessor events, denoted by E. For all
e
i
E, if e
i
were the immediate predecessor of e
2
then D
G
(e
1
, e
2
) would be equal to D
N
(e
1
, e
2
).
Starting from the pairs of events with the largest deviation from the norm, computed as
D
N
(e
1
, e
2
) – D
G
(e
1
, e
2
), we check if adding an edge e
i
e
2
will create any cycles or increase
MSGE. If not, the edge is added to the graph. This intuition is illustrated in Figure 3 where the
edge (dashed arrow) from event C to event B was originally rejected due to insufficient
confidence; adding the edge to the graph creates the desired separation between events A and B.
Note that adding an edge may also increase overall graph error by changing the distance between
other nodes. Our improvement procedure repeats until no new changes to graph structure can be
made that reduce the mean square graph error.
We find a relatively high
( 0.7) combined with the graph improvement step leads to
robust graph estimation. A conservative T
p
initially discards many edges in favor of a more
compact graph with many unordered events. After that, the improvement algorithm
opportunistically restores the relations of different levels of evidence as long as graph error can
be reduced. This effectively relaxes the threshold locally. Rare events are automatically excluded
from the graphs because their relations to all other events do not meet our probability and
confidence thresholds.
5.3 Experiments and Results
Figure 4 shows scripts learned for the fast food restaurant and movie theatre date situations.
These plots were learned from the gold standard clusters under the assumption that a second
round of crowdsourcing (as described in Section 4.4) can achieve near perfect clustering. The
event labels are English interpretations of each event for presentation purposes only, based on
manual inspection of the sentences in each event. For clarity, edges that do not affect the partial
ordering are omitted from the figure. The asterisks in Figure 4 indicate edges that were added
during graph improvement. Table 4 shows statistics for mean square graph error reduction. Over
32 sets of different parameter settings, we found that iterative graph improvement led to an
average error reduction of 21.0% and 7.5% for the fast-food restaurant and movie date situations
respectively. Note that it is not always possible to reduce graph errors to zero when there are
plausible ordering varations between events. For example choose menu item and wait in line can
happen in any order, introducing a systematic bias for any graph path across this pair.
In general, we tend to see ordered relations when we expect causal necessity, and we see
unordered events when ordering variations are supported by the data. Visual inspection of the
Table 3. The script graph improvement algorithm.
Q := all of events (e
1
, e
2
) such that e
2
is reachable from e
1
or unordered
Foreach (e
1
, e
2
) Q in order of decreasing D
N
(e
1
, e
2
) – D
G
(e
1
, e
2
) do:
E := the set of event e
i
that satisfy D
G
(e
1
, e
i
) = D
N
(e
1
, e
2
) – 1
Foreach e
i
E do:
If edge e
i
e
2
is not in the graph and adding it to the graph will
not create a cycle do:
Add e
i
e
2
to the graph
Return graph
Figure 3. Compensation for errors
between pairs of events. Dashed
lines are low-confidence relations.
B. LI, S. LEE-URBAN, D. S. APPLING, AND M. O. RIEDL
12
graphs suggests that some before relations are missed, especially near the beginning of the script.
Our script construction algorithm errs on the side of omitting links with low probability, unless it
can infer the existence of the link to reduce MSGE. We currently suffer from sparseness of data at
the beginning and end of the situation because different crowd workers start and stop their
examples at different points. Clustering errors can result in duplicate events.
To evaluate our script construction technique, we again crowdsource the checking of the
learned script. Crowd workers are asked to check the correctedness of the learned before relations
between events as well as the absence of such relations. For this study, we used the movie date
script, shown in Figure 4 (right). We randomly sampled 30 pairs of adjacent events, i.e. events in
the automatically generated script that are ordered by a before relation without any interstitial
events. We also randomly sampled 29 pairs of parallel events, i.e. events for which the script
indicates no necessary ordering relative to one another. From AMT, we recruited 144 workers.
Each worker was paid $0.12-$0.20 to check seven pairs of events.
F
igure 4. Scripts generated for the fast-food restaurant (left) and movie date (right) situations. Asterisks
denote relations restored by the graph improvement procedure.
choose
restaurant
drive to
restaurant
walk/go into restaurant
read menu
choose menu
item
wait in line
drive to drive-thru
take out wallet
place order
pay for food
wait for food
drive to window
get food
find table
sit down
eat food
clear
trash
leave
restaurant
drive
home
*
*
put arms
around
buy tickets
drink soda
buy popcorn
and soda
show tickets
buy popcorn
enter theatre
find seats
movie begins
sit down
eat popcorn
hold hands
use
bathroom
say goodbye
go home
kiss
Sally enters car pick Sally up
John drives to
Sally's
drive to theater
park car
John meets
Sally
arrive at theater
buy refreshments
buy drinks
talk
watch movie
movie ends
stand up
leave theater walk to car
enjoy movie
*
CROWDSOURCING NARRATIVE INTELLIGENCE
13
Each worker was instructed to consider each pair of events in the context of going on a date
to the move theater. Each pair of events (A, B) was presented to a worker in a randomized order
(50% of workers saw A before B and 50% of workers saw the opposite) and workers were asked
whether (a) it is more likely that A comes before B, (b) it is more likely that B comes before A, or
(c) that they are unable to tell which should come first. In order to avoid randomly clicking
behaviors, two of the seven pairs were designed as validation questions. These two pairs of events
do not appear anywhere in the script, but were manually written and have obvious orderings. If a
worker provided a wrong answer on either of two pairs, all of his or her answers were considered
invalid and discarded. Each worker was allowed to participate in the study only once.
Table 5 shows the results of our study. Rows indicate subsets of the data. The first three rows
show the results from all sampled pairs, all sampled adjacent pairs, and all sampled parallel pairs
(the remaining rows are explained later). The columns measure accuracy—the percentage of time
human workers agree with our scripts—at different levels of worker agreement. We measure
human agreement on each pair of events as the entropy of their answers. The entropy for the j
th
pair of events 
,
is defined as:

=−

ln


,
where


,
, 
,
, 
,
. The probability distribution
(
) is observed directly from human responses for the pair 
,
. The columns of Table 5
show statistics for event pairs with increasing entropy from left to right (i.e. decreasing worker
agreement). For example, the first column include only pairs where workers unanimously agree
(entropy
= 0), which are 29% of all pairs evaluted (row “All”), and of those 29%, workers agreed
with the ordering in our script 76% of the time. Lowering the entropy threshold filters out pairs of
events with low agreement from consideration.
We draw four sets of conclusions about our script learning algorithm in the movie situation:
Overall accuracy. Our overall accuracy is greater than 53%. When we examine only pairs
for which workers perfectly agree with each other our accuracy is as high as 76%, although
this only accounts for about 29% of our total sampled pairs. We found that when humans
could not reach consensus on a pair of events, they tend to also disagree with our system.
Adjacent events. Our system is very accurate when it comes to determining when a before
relation should exist between a pair of events. Workers agree with our before relations at or
above 90% of the time when they can reach good consensus (entropy
< 0.6). This suggests
our algorithm is a good model of the ground truth. Accuracy remains high (0.7-0.8) even
where workers tend to disagree.
Table 4. Error reduction for the restaurant and the movie situations.
Situation
Error before
Improvement
Error after
Improvement
Average Error
Reduction
Avg. Min. Avg. Min.
Fast food 2.56 0.97 2.09 0.86 21.0%
Movie date 4.03 2.48 3.77 2.11 7.5%
B. LI, S. LEE-URBAN, D. S. APPLING, AND M. O. RIEDL
14
Parallel events. For all parallel pairs, workers agreed with our system only 28% of the time.
However, workers agreement is generally lower for parallel events than adjacent events.
Unanimous agreement can be reached on only 17% of all pairs, in contrast to 40% for
adjacent pairs. The lack of agreement on many of these pairs suggests insufficient collective
social expectation of the orderings. The reason that individual worker may prefer one
ordering to another may be attributed to the way questions were asked (which ordering is
more likely). Even though one ordering is likely, the other ordering may be also possible. Our
results suggest that although we are missing before relations that would eliminate parallel
events our system may be correctly placing events as parallel in the graph when there is very
little agreement on ordering.
Removing events with sparse data. The last three rows of Table 5 show the results when we
remove all pairs involving events before “buy tickets” and three events at the end: “go
home”, “walk to car”, and “say goodbye” from the data. As people start and end their
example narratives at different points, data about these events are more sparse than rest of the
script. This leads to lower confidence in event orderings and a high degree of parallelism
between events. Our results confirm our observation: when we eliminate these events at the
beginning and the end, accuracy increases 13%-20% for parallel pairs.
We further note that our system may utilize an active learning scheme similar to this evaluation
methodology. To improve a script, the system can potentially seek worker feedback about
ordering between events for which the system has low confidence.
6. Limitations
Most social situations contain some choices which lead to common, disparate variations of
situations. Our script learning technique does not yet distinguish between alternative variations,.
As a result, a script can contain events that should not occur in a single instance of the same
situation. For example, our fast-food restaurant script contains events from both the drive-through
situation and the eating-in situation, and one would expect that “driving up to the window” would
preclude “sitting down in the restaurant”. Correlation statistics, such as mutual information
between unordered events, can be used to detect mutually exclusive and optional events, although
our work on this is at a preliminary stage.
The kinds of stories humans find interesting are usually those that deviate from the norm. Our
current approach would find it challenging to capture these uncommon variations of a situation.
This is due to the requirement of statistical significance in deriving before relations. However, the
Table 5. Results of the script accuracy study.
entropy = 0 entropy < 0.4 entropy < 0.6 entropy < 0.8 entropy <
acc. % pairs acc. % pairs acc. % pairs acc. % pairs acc. % pairs
All
0.76
0.29 0.64 0.42 0.66 0.54 0.54 0.78 0.53 1.00
Adjacent
1.00
0.40 0.93 0.50 0.90 0.67 0.82 0.73 0.70 1.00
Parallel 0.20 0.17 0.20 0.34 0.25 0.41 0.22 0.79
0.28
1.00
All-sans-ends
0.80
0.24 0.73 0.37 0.68 0.46 0.48 0.76 0.49 1.00
Adjacent-sans-ends
1.00
0.35 0.50 0.50 0.83 0.60 0.69 0.80 0.60 1.00
Parallel-sans-ends 0.33 0.14 0.40 0.24
0.43
0.33 0.25 0.76 0.33 1.00
CROWDSOURCING NARRATIVE INTELLIGENCE
15
learned model of ordinary situations can act as a stepping-stone for further learning of
extraordinary variations. Such learning may happen in the form of querying the crowd for
interesting variations to our model. For example Boujarwah et al. (2012) query the crowd for
ways in which scripts can be violated. Alternatively, our model might guide the parsing of and
learning from a wider, general-purpose natural text corpora that, as noted in Section 2, are more
likely to naturally contain interesting script deviations.
Currently we have fairly restrictive constraints on the input narratives. Specifically, we
require that (1) events are described in a strictly chronological order and (2) all stories describe
the same situation. These constraints may be also relaxed by bootstrapping further learning with
models learned with our approach. Advances in natural language understanding can help relax the
constraints on natural language.
Closely inspecting Figure 4, we note that before relations sometimes appear to capture causal
necessity and other times merely temporal ordering. We hypothesize that our before relations
approximate causal knowledge in the same way that humans heuristically reason about causality.
In the general case, causation cannot be concluded based on mere correlation, and counterfactual
interventions (e.g. observing sunrise after the rooster is slaughtered) are required to strictly
determine causal relations (Pearl, 2010). However, Barthes (1975), an influential narratologist,
notes that when reading a story causal relations between events can be inferred simply by co-
occurrence and the explicit temporal ordering of the events. Storytellers avoid tangential events,
essentially filtering out correlations that are not also causal. This provides justification that
learning from crowdsourced narrative examples can be an effective means of learning by
demonstration. More causal knowledge, if needed, may be queried from crowd workers with
questions about counterfactuals as similar to Trabasso and Sperry (1985).
7. Conclusions
We have demonstrated that crowdsourcing can provide an intelligent system with direct access to
the rich set of experiences possessed by humans. The system we describe in this paper is able to
learn from those experiences to create procedural scripts about sociocultural situations that can
then be applied to narrative intelligence tasks such as understanding stories, creating new stories,
or coordinating activity with humans. Crowdsourcing provides an effective means to filter
irrelevant information, segment narratives into individual steps, and control the complexity of
natural language. This provides an advantage over learning from general-purpose corpora.
Capitalizes on these advantages, we are able to learn both the primitive events from the
segmented natural language and ordering constraints on these events.
Our evaluation suggests that our system achieves high accuracy at identifying the primitive
events of a situation. Further, our system is good at determining before relations between events,
as agreed by crowd workers. While it does omit ordering constraints, there tend to be many
events for which there is no collectively agreed ordering.
Script learning overcomes one of the primary bottlenecks in acquiring procedural and
sociocultural knowledge required for tasks of narrative intelligence. Our approach makes it
possible to extend narrative intelligence of computational systems beyond a single, handcrafted
micro-world. One of the strengths of our approach is the way in which we can leverage shared
social constructs acquired directly from humans. Our approach learns the events that make up
common situations directly from the language people use to describe those situations; event
B. LI, S. LEE-URBAN, D. S. APPLING, AND M. O. RIEDL
16
ordering captures shared social and cultural understanding based on people’s descriptions of
experiences.
Acknowledgements
The authors gratefully acknowledge the support of the U.S. Defense Advanced Research Projects
Agency (DARPA) for this effort. Thanks to Alexander Zook for assistance with the evaluation.
References
Abelson, R. (1981). Psychological status of the script concept. American Psychologist, 36, 715–
729.
Ankerst, M., Breunig, M. M., Kriegel, H.-P., Sander, J. (1999). OPTICS: Ordering Points To
Identify the Clustering Structure. Proceedings of the ACM SIGMOD International Conference
on Management of Data (pp. 49–60).
Barthes, R. (1975). An introduction to the structural analysis of narrative. New Literary History,
6, 237–272.
Boujarwah, F., Abowd, G., & Arriaga, R. (2012). Socially computed scripts to support social
problem solving skills. Proceedings of the 2012 Conference on Human Factors in Computing
Systems (pp. 1987–1996). New York, NY: ACM.
Bruner, J. (1991). The narrative construction of reality. Critical Inquiry, 18, 1–21.
Chambers, N., & Jurafsky, D. (2008). Unsupervised learning of narrative event chains.
Proceedings of the Forty-Sixth Annual Meeting of the Association for Computational
Linguistics: Human Language Technologies (pp. 789–797).
Fodor, J. A. (1983). Modularity of mind: An essay on faculty psychology. Cambridge, MA: MIT
Press.
Gerrig, R. (1993). Experiencing narrative worlds: On the psychological activities of reading.
New Haven, CT: Yale University Press.
Gervas, P. (2009). Computational approaches to storytelling and creativity. AI Magazine, 30, 49–
62.
Girju, R. (2003). Automatic detection of causal relations for question answering. Proceedings of
the ACL 2003 Workshop on Multilingual Summarization and Question Answering—Machine
Learning and Beyond.
Glaser, R. (1984). Education and thinking. American Psychologist, 39, 93–104.
Gordon, A., Bejan, C.A., & Sagae, K. (2011). Commonsense causal reasoning using millions of
personal stories. Proceeding of the Twenty-Fifth AAAI Conference on Artificial Intelligence.
San Francisco: AAAI Press.
Graesser, A., Singer, M. & Trabasso, T. (1994). Constructing inferences during narrative text
comprehension. Psychological Review, 101, 371–395.
Hedlund, J., Antonakis, J., & Sternberg, R.J. (2002). Tacit knowledge and practical intelligence:
understanding the lessons of experience (ARI Research Note 2003-04). United States Army
Research Institute for the Behavioral and Social Sciences, Fort Belvoir, VA.
Johnston, J. (2008) Narratives: Twenty-five years later. Topics in Language Disorders. 28, 93–
CROWDSOURCING NARRATIVE INTELLIGENCE
17
98.
Jung, Y., Ryu, J., Kim, K.-M., & Myaeng, S.-H. (2010). Automatic construction of a large-scale
situation ontology by mining how-to instructions from the web. Web Semantics: Science,
Services and Agents on the World Wide Web, 8, 110–124.
Kasch, N., & Oates, T. (2010). Mining script-like structures from the web. Proceedings of the
NAACL/HLT 2010 Workshop on Formalism and Methodology for Learning by Reading (pp.
34–42).
Kann, V. (1992). On the approximability of NP-complete optimization problems. Doctoral
dissertation, Department of Numerical Analysis and Computing Science, Royal Institute of
Technology, Stockholm, Sweden.
Klein, D., & Manning, C. (2003). Accurate unlexicalized parsing. Proceedings of the 41st
Meeting of the Association for Computational Linguistics (pp. 423–430).
Kuo, Y-L., Hsu, J., & Shih, F. (2012). Contextual commonsense knowledge acquisition from
social content by crowd-sourcing explanations. Proceedings of the Fourth AAAI Workshop on
Human Computation (pp. 18–24).
Lintean, M. C., & Rus, V. (2010). Paraphrase identification using weighted dependencies and
word semantics. Informatica, 34, 19
28.
Mateas, M., & Sengers, P. (1999). Narrative intelligence. Proceedings of the AAAI Fall
Symposium on Narrative Intelligence (pp. 1–10). North Falmouth, MA: AAAI Press.
McCoy, J., Treanor, M., Samuel, B., Tearse, B., Mateas, M., & Wardrip-Fruin, N. (2010).
Comme il Faut 2: A fully realized model for socially-oriented gameplay. Proceedings of the
Third Workshop on Intelligent Narrative Technologies.
Miller, G. (1995). WordNet: A lexical database for English. Communications of the ACM, 38,
39–41.
Mueller, E. T. (2007). Modelling space and time in narratives about restaurants. Literary and
Linguistic Computing, 22, 67–84.
Mar, R. A., Oatley, K., Djikic, M., & Mullin, J. (2011). Emotion and narrative fiction: Interactive
influences before, during, and after reading. Cognition and Emotion, 25, 818–833.
Orkin J., & Roy, D. (2009). Automatic learning and generation of social behavior from collective
human gameplay. Proceedings of the Eighth International Conference on Autonomous Agents
and Multiagent Systems (pp. 385–392).
Pearl, J. (2010). The foundations of causal inference. Sociological Methodology, 40, 75–149.
Pustejovsky, J., Hanks, P. Saurí, R., See, A., Gaizauskas, R., Setzer, A. Radev, D. Sundheim, B.,
Day, D. Ferro, L., & Lazo, M. (2003). The TIMEBANK corpus. Proceedings of Corpus
Linguistics 2003 (pp.647–656).
Quinn, A. J., & Bederson, B. B. (2011). Human computation: a survey and taxonomy of a
growing field. Proceedings of The ACM SIGCHI Conference on Human Factors in Computing
Systems (pp. 1403–1412).
Resnik, P. (1995). Using information content to evaluate semantic similarity in a taxonomy.
Proceedings of the Fourteenth International Joint Conference on Artificial Intelligence (pp.
448–453). Montreal, Quebec, Canada: Morgan Kaufmann Publishers Inc.
Schank, R. & Abelson, R. (1977). Scripts, plans, goals, and understanding: An inquiry into
B. LI, S. LEE-URBAN, D. S. APPLING, AND M. O. RIEDL
18
human knowledge structures. Hillsdale, NJ: Lawrence Erlbaum Associates.
Schank, R. and Riesbeck, C. (Eds). (1981). Inside computer understanding: Five programs plus
miniatures. Hillsdale, NJ: Lawrence Erlbaum Associates.
Singer, J. A. (2004), Narrative identity and meaning making across the adult lifespan: An
introduction. Journal of Personality, 72, 437–460.
Singh, P., & Williams, W. (2003). LifeNet: A propositional model of ordinary human activity.
Proceedings of the Workshop on Distributed and Collaborative Knowledge Capture. Sanibel
Island, FL.
Swanson, R., & Gordon, A. (2008). Say anything: A massively collaborative open domain story
writing companion. Proceedings of the First International Conference on Interactive Digital
Storytelling (pp. 32–40).
Trabasso, T., & Sperry, L. (1985). Causal relatedness and importance of story events. Journal of
Memory and Language, 24, 595–611.
Vilain, M., Burger, J., Aberdeen, J., Connolly, D., & Hirschman, L. (1995). A model-theoretic
coreference scoring scheme. In Proceeding of the Sixth Conference on Message Understanding
(pp. 45–52).